// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Threading; using System.Threading.Tasks; using Humanizer; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Configuration; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Collections; using osu.Game.Configuration; using osu.Game.Database; using osu.Game.Extensions; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Graphics.UserInterface; using osu.Game.Input; using osu.Game.Input.Bindings; using osu.Game.IO; using osu.Game.Localisation; using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.Chat; using osu.Game.Overlays; using osu.Game.Overlays.Music; using osu.Game.Overlays.Notifications; using osu.Game.Overlays.Toolbar; using osu.Game.Overlays.Volume; using osu.Game.Performance; using osu.Game.Rulesets.Mods; using osu.Game.Scoring; using osu.Game.Screens; using osu.Game.Screens.Menu; using osu.Game.Screens.Play; using osu.Game.Screens.Ranking; using osu.Game.Screens.Select; using osu.Game.Skinning; using osu.Game.Skinning.Editor; using osu.Game.Updater; using osu.Game.Users; using osu.Game.Utils; using osuTK.Graphics; namespace osu.Game { /// /// The full osu! experience. Builds on top of to add menus and binding logic /// for initial components that are generally retrieved via DI. /// public class OsuGame : OsuGameBase, IKeyBindingHandler, ILocalUserPlayInfo, IPerformFromScreenRunner, IOverlayManager { /// /// The amount of global offset to apply when a left/right anchored overlay is displayed (ie. settings or notifications). /// protected const float SIDE_OVERLAY_OFFSET_RATIO = 0.05f; public Toolbar Toolbar; private ChatOverlay chatOverlay; private ChannelManager channelManager; [NotNull] protected readonly NotificationOverlay Notifications = new NotificationOverlay(); private BeatmapListingOverlay beatmapListing; private DashboardOverlay dashboard; private NewsOverlay news; private UserProfileOverlay userProfile; private BeatmapSetOverlay beatmapSetOverlay; private WikiOverlay wikiOverlay; private ChangelogOverlay changelogOverlay; private SkinEditorOverlay skinEditor; private Container overlayContent; private Container rightFloatingOverlayContent; private Container leftFloatingOverlayContent; private Container topMostOverlayContent; protected ScalingContainer ScreenContainer { get; private set; } protected Container ScreenOffsetContainer { get; private set; } private Container overlayOffsetContainer; [Resolved] private FrameworkConfigManager frameworkConfig { get; set; } [Cached] private readonly DifficultyRecommender difficultyRecommender = new DifficultyRecommender(); [Cached] private readonly LegacyImportManager legacyImportManager = new LegacyImportManager(); [Cached] private readonly ScreenshotManager screenshotManager = new ScreenshotManager(); protected SentryLogger SentryLogger; public virtual StableStorage GetStorageForStableInstall() => null; private float toolbarOffset => (Toolbar?.Position.Y ?? 0) + (Toolbar?.DrawHeight ?? 0); private IdleTracker idleTracker; /// /// Whether overlays should be able to be opened game-wide. Value is sourced from the current active screen. /// public readonly IBindable OverlayActivationMode = new Bindable(); /// /// Whether the local user is currently interacting with the game in a way that should not be interrupted. /// /// /// This is exclusively managed by . If other components are mutating this state, a more /// resilient method should be used to ensure correct state. /// public Bindable LocalUserPlaying = new BindableBool(); protected OsuScreenStack ScreenStack; protected BackButton BackButton; protected SettingsOverlay Settings; private FirstRunSetupOverlay firstRunOverlay; private VolumeOverlay volume; private OsuLogo osuLogo; private MainMenu menuScreen; private VersionManager versionManager; [CanBeNull] private IntroScreen introScreen; private Bindable configRuleset; private Bindable uiScale; private Bindable configSkin; private readonly string[] args; private readonly List focusedOverlays = new List(); private readonly List externalOverlays = new List(); private readonly List visibleBlockingOverlays = new List(); public OsuGame(string[] args = null) { this.args = args; forwardLoggedErrorsToNotifications(); SentryLogger = new SentryLogger(this); } #region IOverlayManager IBindable IOverlayManager.OverlayActivationMode => OverlayActivationMode; private void updateBlockingOverlayFade() => ScreenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint); IDisposable IOverlayManager.RegisterBlockingOverlay(OverlayContainer overlayContainer) { if (overlayContainer.Parent != null) throw new ArgumentException($@"Overlays registered via {nameof(IOverlayManager.RegisterBlockingOverlay)} should not be added to the scene graph."); if (externalOverlays.Contains(overlayContainer)) throw new ArgumentException($@"{overlayContainer} has already been registered via {nameof(IOverlayManager.RegisterBlockingOverlay)} once."); externalOverlays.Add(overlayContainer); overlayContent.Add(overlayContainer); if (overlayContainer is OsuFocusedOverlayContainer focusedOverlayContainer) focusedOverlays.Add(focusedOverlayContainer); return new InvokeOnDisposal(() => unregisterBlockingOverlay(overlayContainer)); } void IOverlayManager.ShowBlockingOverlay(OverlayContainer overlay) { if (!visibleBlockingOverlays.Contains(overlay)) visibleBlockingOverlays.Add(overlay); updateBlockingOverlayFade(); } void IOverlayManager.HideBlockingOverlay(OverlayContainer overlay) => Schedule(() => { visibleBlockingOverlays.Remove(overlay); updateBlockingOverlayFade(); }); /// /// Unregisters a blocking that was not created by itself. /// private void unregisterBlockingOverlay(OverlayContainer overlayContainer) { externalOverlays.Remove(overlayContainer); if (overlayContainer is OsuFocusedOverlayContainer focusedOverlayContainer) focusedOverlays.Remove(focusedOverlayContainer); overlayContainer.Expire(); } #endregion /// /// Close all game-wide overlays. /// /// Whether the toolbar should also be hidden. public void CloseAllOverlays(bool hideToolbar = true) { foreach (var overlay in focusedOverlays) overlay.Hide(); if (hideToolbar) Toolbar.Hide(); } private DependencyContainer dependencies; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); [BackgroundDependencyLoader] private void load() { dependencies.CacheAs(this); dependencies.Cache(SentryLogger); dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 }); // bind config int to database RulesetInfo configRuleset = LocalConfig.GetBindable(OsuSetting.Ruleset); uiScale = LocalConfig.GetBindable(OsuSetting.UIScale); var preferredRuleset = int.TryParse(configRuleset.Value, out int rulesetId) // int parsing can be removed 20220522 ? RulesetStore.GetRuleset(rulesetId) : RulesetStore.GetRuleset(configRuleset.Value); try { Ruleset.Value = preferredRuleset ?? RulesetStore.AvailableRulesets.First(); } catch (Exception e) { // on startup, a ruleset may be selected which has compatibility issues. Logger.Error(e, $@"Failed to switch to preferred ruleset {preferredRuleset}."); Ruleset.Value = RulesetStore.AvailableRulesets.First(); } Ruleset.ValueChanged += r => configRuleset.Value = r.NewValue.ShortName; // bind config int to database SkinInfo configSkin = LocalConfig.GetBindable(OsuSetting.Skin); SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID.ToString(); configSkin.ValueChanged += skinId => { Live skinInfo = null; if (Guid.TryParse(skinId.NewValue, out var guid)) skinInfo = SkinManager.Query(s => s.ID == guid); if (skinInfo == null) { if (guid == SkinInfo.CLASSIC_SKIN) skinInfo = DefaultLegacySkin.CreateInfo().ToLiveUnmanaged(); } SkinManager.CurrentSkinInfo.Value = skinInfo ?? DefaultSkin.CreateInfo().ToLiveUnmanaged(); }; configSkin.TriggerChange(); IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true); Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade); SelectedMods.BindValueChanged(modsChanged); Beatmap.BindValueChanged(beatmapChanged, true); } private ExternalLinkOpener externalLinkOpener; /// /// Handle an arbitrary URL. Displays via in-game overlays where possible. /// This can be called from a non-thread-safe non-game-loaded state. /// /// The URL to load. public void HandleLink(string url) => HandleLink(MessageFormatter.GetLinkDetails(url)); /// /// Handle a specific . /// This can be called from a non-thread-safe non-game-loaded state. /// /// The link to load. public void HandleLink(LinkDetails link) => Schedule(() => { string argString = link.Argument.ToString(); switch (link.Action) { case LinkAction.OpenBeatmap: // TODO: proper query params handling if (int.TryParse(argString.Contains('?') ? argString.Split('?')[0] : argString, out int beatmapId)) ShowBeatmap(beatmapId); break; case LinkAction.OpenBeatmapSet: if (int.TryParse(argString, out int setId)) ShowBeatmapSet(setId); break; case LinkAction.OpenChannel: ShowChannel(argString); break; case LinkAction.SearchBeatmapSet: SearchBeatmapSet(argString); break; case LinkAction.OpenEditorTimestamp: case LinkAction.JoinMultiplayerMatch: case LinkAction.Spectate: waitForReady(() => Notifications, _ => Notifications.Post(new SimpleNotification { Text = @"This link type is not yet supported!", Icon = FontAwesome.Solid.LifeRing, })); break; case LinkAction.External: OpenUrlExternally(argString); break; case LinkAction.OpenUserProfile: if (!(link.Argument is IUser user)) { user = int.TryParse(argString, out int userId) ? new APIUser { Id = userId } : new APIUser { Username = argString }; } ShowUser(user); break; case LinkAction.OpenWiki: ShowWiki(argString); break; case LinkAction.OpenChangelog: if (string.IsNullOrEmpty(argString)) ShowChangelogListing(); else { string[] changelogArgs = argString.Split("/"); ShowChangelogBuild(changelogArgs[0], changelogArgs[1]); } break; default: throw new NotImplementedException($"This {nameof(LinkAction)} ({link.Action.ToString()}) is missing an associated action."); } }); public void OpenUrlExternally(string url, bool bypassExternalUrlWarning = false) => waitForReady(() => externalLinkOpener, _ => { if (url.StartsWith('/')) url = $"{API.APIEndpointUrl}{url}"; externalLinkOpener.OpenUrlExternally(url, bypassExternalUrlWarning); }); /// /// Open a specific channel in chat. /// /// The channel to display. public void ShowChannel(string channel) => waitForReady(() => channelManager, _ => { try { channelManager.OpenChannel(channel); } catch (ChannelNotFoundException) { Logger.Log($"The requested channel \"{channel}\" does not exist"); } }); /// /// Show a beatmap set as an overlay. /// /// The set to display. public void ShowBeatmapSet(int setId) => waitForReady(() => beatmapSetOverlay, _ => beatmapSetOverlay.FetchAndShowBeatmapSet(setId)); /// /// Show a user's profile as an overlay. /// /// The user to display. public void ShowUser(IUser user) => waitForReady(() => userProfile, _ => userProfile.ShowUser(user)); /// /// Show a beatmap's set as an overlay, displaying the given beatmap. /// /// The beatmap to show. public void ShowBeatmap(int beatmapId) => waitForReady(() => beatmapSetOverlay, _ => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId)); /// /// Shows the beatmap listing overlay, with the given in the search box. /// /// The query to search for. public void SearchBeatmapSet(string query) => waitForReady(() => beatmapListing, _ => beatmapListing.ShowWithSearch(query)); /// /// Show a wiki's page as an overlay /// /// The wiki page to show public void ShowWiki(string path) => waitForReady(() => wikiOverlay, _ => wikiOverlay.ShowPage(path)); /// /// Show changelog listing overlay /// public void ShowChangelogListing() => waitForReady(() => changelogOverlay, _ => changelogOverlay.ShowListing()); /// /// Show changelog's build as an overlay /// /// The update stream name /// The build version of the update stream public void ShowChangelogBuild(string updateStream, string version) => waitForReady(() => changelogOverlay, _ => changelogOverlay.ShowBuild(updateStream, version)); /// /// Present a beatmap at song select immediately. /// The user should have already requested this interactively. /// /// The beatmap to select. /// Optional predicate used to narrow the set of difficulties to select from when presenting. /// /// Among items satisfying the predicate, the order of preference is: /// /// beatmap with recommended difficulty, as provided by , /// first beatmap from the current ruleset, /// first beatmap from any ruleset. /// /// public void PresentBeatmap(IBeatmapSetInfo beatmap, Predicate difficultyCriteria = null) { Live databasedSet = null; if (beatmap.OnlineID > 0) databasedSet = BeatmapManager.QueryBeatmapSet(s => s.OnlineID == beatmap.OnlineID); if (beatmap is BeatmapSetInfo localBeatmap) databasedSet ??= BeatmapManager.QueryBeatmapSet(s => s.Hash == localBeatmap.Hash); if (databasedSet == null) { Logger.Log("The requested beatmap could not be loaded.", LoggingTarget.Information); return; } var detachedSet = databasedSet.PerformRead(s => s.Detach()); PerformFromScreen(screen => { // Find beatmaps that match our predicate. var beatmaps = detachedSet.Beatmaps.Where(b => difficultyCriteria?.Invoke(b) ?? true).ToList(); // Use all beatmaps if predicate matched nothing if (beatmaps.Count == 0) beatmaps = detachedSet.Beatmaps.ToList(); // Prefer recommended beatmap if recommendations are available, else fallback to a sane selection. var selection = difficultyRecommender.GetRecommendedBeatmap(beatmaps) ?? beatmaps.FirstOrDefault(b => b.Ruleset.Equals(Ruleset.Value)) ?? beatmaps.First(); if (screen is IHandlePresentBeatmap presentableScreen) { presentableScreen.PresentBeatmap(BeatmapManager.GetWorkingBeatmap(selection), selection.Ruleset); } else { Ruleset.Value = selection.Ruleset; Beatmap.Value = BeatmapManager.GetWorkingBeatmap(selection); } }, validScreens: new[] { typeof(SongSelect), typeof(IHandlePresentBeatmap) }); } /// /// Present a score's replay immediately. /// The user should have already requested this interactively. /// public void PresentScore(IScoreInfo score, ScorePresentType presentType = ScorePresentType.Results) { // The given ScoreInfo may have missing properties if it was retrieved from online data. Re-retrieve it from the database // to ensure all the required data for presenting a replay are present. ScoreInfo databasedScoreInfo = null; if (score.OnlineID > 0) databasedScoreInfo = ScoreManager.Query(s => s.OnlineID == score.OnlineID); if (score is ScoreInfo scoreInfo) databasedScoreInfo ??= ScoreManager.Query(s => s.Hash == scoreInfo.Hash); if (databasedScoreInfo == null) { Logger.Log("The requested score could not be found locally.", LoggingTarget.Information); return; } var databasedScore = ScoreManager.GetScore(databasedScoreInfo); if (databasedScore.Replay == null) { Logger.Log("The loaded score has no replay data.", LoggingTarget.Information); return; } var databasedBeatmap = BeatmapManager.QueryBeatmap(b => b.ID == databasedScoreInfo.BeatmapInfo.ID); if (databasedBeatmap == null) { Logger.Log("Tried to load a score for a beatmap we don't have!", LoggingTarget.Information); return; } PerformFromScreen(screen => { Ruleset.Value = databasedScore.ScoreInfo.Ruleset; Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap); switch (presentType) { case ScorePresentType.Gameplay: screen.Push(new ReplayPlayerLoader(databasedScore)); break; case ScorePresentType.Results: screen.Push(new SoloResultsScreen(databasedScore.ScoreInfo, false)); break; } }, validScreens: new[] { typeof(PlaySongSelect) }); } public override Task Import(params ImportTask[] imports) { // encapsulate task as we don't want to begin the import process until in a ready state. // ReSharper disable once AsyncVoidLambda // TODO: This is bad because `new Task` doesn't have a Func override. // Only used for android imports and a bit of a mess. Probably needs rethinking overall. var importTask = new Task(async () => await base.Import(imports).ConfigureAwait(false)); waitForReady(() => this, _ => importTask.Start()); return importTask; } protected virtual Loader CreateLoader() => new Loader(); protected virtual UpdateManager CreateUpdateManager() => new UpdateManager(); protected virtual HighPerformanceSession CreateHighPerformanceSession() => new HighPerformanceSession(); protected override Container CreateScalingContainer() => new ScalingContainer(ScalingMode.Everything); #region Beatmap progression private void beatmapChanged(ValueChangedEvent beatmap) { beatmap.OldValue?.CancelAsyncLoad(); beatmap.NewValue?.BeginAsyncLoad(); Logger.Log($"Game-wide working beatmap updated to {beatmap.NewValue}"); } private void modsChanged(ValueChangedEvent> mods) { // a lease may be taken on the mods bindable, at which point we can't really ensure valid mods. if (SelectedMods.Disabled) return; if (!ModUtils.CheckValidForGameplay(mods.NewValue, out var invalid)) { // ensure we always have a valid set of mods. SelectedMods.Value = mods.NewValue.Except(invalid).ToArray(); } } #endregion private PerformFromMenuRunner performFromMainMenuTask; public void PerformFromScreen(Action action, IEnumerable validScreens = null) { performFromMainMenuTask?.Cancel(); Add(performFromMainMenuTask = new PerformFromMenuRunner(action, validScreens, () => ScreenStack.CurrentScreen)); } /// /// Wait for the game (and target component) to become loaded and then run an action. /// /// A function to retrieve a (potentially not-yet-constructed) target instance. /// The action to perform on the instance when load is confirmed. /// The type of the target instance. private void waitForReady(Func retrieveInstance, Action action) where T : Drawable { var instance = retrieveInstance(); if (ScreenStack == null || ScreenStack.CurrentScreen is StartupScreen || instance?.IsLoaded != true) Schedule(() => waitForReady(retrieveInstance, action)); else action(instance); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); SentryLogger.Dispose(); } protected override IDictionary GetFrameworkConfigDefaults() => new Dictionary { // General expectation that osu! starts in fullscreen by default (also gives the most predictable performance) { FrameworkSetting.WindowMode, WindowMode.Fullscreen } }; protected override void LoadComplete() { base.LoadComplete(); foreach (var language in Enum.GetValues(typeof(Language)).OfType()) { #if DEBUG if (language == Language.debug) { Localisation.AddLanguage(Language.debug.ToString(), new DebugLocalisationStore()); continue; } #endif string cultureCode = language.ToCultureCode(); try { Localisation.AddLanguage(cultureCode, new ResourceManagerLocalisationStore(cultureCode)); } catch (Exception ex) { Logger.Error(ex, $"Could not load localisations for language \"{cultureCode}\""); } } // The next time this is updated is in UpdateAfterChildren, which occurs too late and results // in the cursor being shown for a few frames during the intro. // This prevents the cursor from showing until we have a screen with CursorVisible = true MenuCursorContainer.CanShowCursor = menuScreen?.CursorVisible ?? false; // todo: all archive managers should be able to be looped here. SkinManager.PostNotification = n => Notifications.Post(n); BeatmapManager.PostNotification = n => Notifications.Post(n); BeatmapManager.PostImport = items => PresentBeatmap(items.First().Value); BeatmapDownloader.PostNotification = n => Notifications.Post(n); ScoreDownloader.PostNotification = n => Notifications.Post(n); ScoreManager.PostNotification = n => Notifications.Post(n); ScoreManager.PostImport = items => PresentScore(items.First().Value); // make config aware of how to lookup skins for on-screen display purposes. // if this becomes a more common thing, tracked settings should be reconsidered to allow local DI. LocalConfig.LookupSkinName = id => SkinManager.Query(s => s.ID == id)?.ToString() ?? "Unknown"; LocalConfig.LookupKeyBindings = l => { var combinations = KeyBindingStore.GetReadableKeyCombinationsFor(l); if (combinations.Count == 0) return ToastStrings.NoKeyBound; return string.Join(" / ", combinations); }; Container logoContainer; BackButton.Receptor receptor; dependencies.CacheAs(idleTracker = new GameIdleTracker(6000)); var sessionIdleTracker = new GameIdleTracker(300000); sessionIdleTracker.IsIdle.BindValueChanged(idle => { if (idle.NewValue) SessionStatics.ResetAfterInactivity(); }); Add(sessionIdleTracker); AddRange(new Drawable[] { new VolumeControlReceptor { RelativeSizeAxes = Axes.Both, ActionRequested = action => volume.Adjust(action), ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise), }, ScreenOffsetContainer = new Container { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { ScreenContainer = new ScalingContainer(ScalingMode.ExcludeOverlays) { RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new Drawable[] { receptor = new BackButton.Receptor(), ScreenStack = new OsuScreenStack { RelativeSizeAxes = Axes.Both }, BackButton = new BackButton(receptor) { Anchor = Anchor.BottomLeft, Origin = Anchor.BottomLeft, Action = () => { if (!(ScreenStack.CurrentScreen is IOsuScreen currentScreen)) return; if (!((Drawable)currentScreen).IsLoaded || (currentScreen.AllowBackButton && !currentScreen.OnBackButton())) ScreenStack.Exit(); } }, logoContainer = new Container { RelativeSizeAxes = Axes.Both }, } }, } }, overlayOffsetContainer = new Container { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { overlayContent = new Container { RelativeSizeAxes = Axes.Both }, rightFloatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both }, leftFloatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both }, } }, topMostOverlayContent = new Container { RelativeSizeAxes = Axes.Both }, idleTracker, new ConfineMouseTracker() }); ScreenStack.ScreenPushed += screenPushed; ScreenStack.ScreenExited += screenExited; if (!args?.Any(a => a == @"--no-version-overlay") ?? true) loadComponentSingleFile(versionManager = new VersionManager { Depth = int.MinValue }, ScreenContainer.Add); loadComponentSingleFile(osuLogo, logo => { logoContainer.Add(logo); // Loader has to be created after the logo has finished loading as Loader performs logo transformations on entering. ScreenStack.Push(CreateLoader().With(l => l.RelativeSizeAxes = Axes.Both)); }); loadComponentSingleFile(Toolbar = new Toolbar { OnHome = delegate { CloseAllOverlays(false); menuScreen?.MakeCurrent(); }, }, topMostOverlayContent.Add); loadComponentSingleFile(volume = new VolumeOverlay(), leftFloatingOverlayContent.Add, true); var onScreenDisplay = new OnScreenDisplay(); onScreenDisplay.BeginTracking(this, frameworkConfig); onScreenDisplay.BeginTracking(this, LocalConfig); loadComponentSingleFile(onScreenDisplay, Add, true); loadComponentSingleFile(Notifications.With(d => { d.Anchor = Anchor.TopRight; d.Origin = Anchor.TopRight; }), rightFloatingOverlayContent.Add, true); loadComponentSingleFile(new CollectionManager(Storage) { PostNotification = n => Notifications.Post(n), }, Add, true); loadComponentSingleFile(legacyImportManager, Add); loadComponentSingleFile(screenshotManager, Add); // dependency on notification overlay, dependent by settings overlay loadComponentSingleFile(CreateUpdateManager(), Add, true); // overlay elements loadComponentSingleFile(firstRunOverlay = new FirstRunSetupOverlay(), overlayContent.Add, true); loadComponentSingleFile(new ManageCollectionsDialog(), overlayContent.Add, true); loadComponentSingleFile(beatmapListing = new BeatmapListingOverlay(), overlayContent.Add, true); loadComponentSingleFile(dashboard = new DashboardOverlay(), overlayContent.Add, true); loadComponentSingleFile(news = new NewsOverlay(), overlayContent.Add, true); var rankingsOverlay = loadComponentSingleFile(new RankingsOverlay(), overlayContent.Add, true); loadComponentSingleFile(channelManager = new ChannelManager(), AddInternal, true); loadComponentSingleFile(chatOverlay = new ChatOverlay(), overlayContent.Add, true); loadComponentSingleFile(new MessageNotifier(), AddInternal, true); loadComponentSingleFile(Settings = new SettingsOverlay(), leftFloatingOverlayContent.Add, true); loadComponentSingleFile(changelogOverlay = new ChangelogOverlay(), overlayContent.Add, true); loadComponentSingleFile(userProfile = new UserProfileOverlay(), overlayContent.Add, true); loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay(), overlayContent.Add, true); loadComponentSingleFile(wikiOverlay = new WikiOverlay(), overlayContent.Add, true); loadComponentSingleFile(skinEditor = new SkinEditorOverlay(ScreenContainer), overlayContent.Add, true); loadComponentSingleFile(new LoginOverlay { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, rightFloatingOverlayContent.Add, true); loadComponentSingleFile(new NowPlayingOverlay { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, rightFloatingOverlayContent.Add, true); loadComponentSingleFile(new AccountCreationOverlay(), topMostOverlayContent.Add, true); loadComponentSingleFile(new DialogOverlay(), topMostOverlayContent.Add, true); loadComponentSingleFile(CreateHighPerformanceSession(), Add); chatOverlay.State.BindValueChanged(_ => updateChatPollRate()); // Multiplayer modes need to increase poll rate temporarily. API.Activity.BindValueChanged(_ => updateChatPollRate(), true); void updateChatPollRate() { channelManager.HighPollRate.Value = chatOverlay.State.Value == Visibility.Visible || API.Activity.Value is UserActivity.InLobby || API.Activity.Value is UserActivity.InMultiplayerGame || API.Activity.Value is UserActivity.SpectatingMultiplayerGame; } Add(difficultyRecommender); Add(externalLinkOpener = new ExternalLinkOpener()); Add(new MusicKeyBindingHandler()); // side overlays which cancel each other. var singleDisplaySideOverlays = new OverlayContainer[] { Settings, Notifications, firstRunOverlay }; foreach (var overlay in singleDisplaySideOverlays) { overlay.State.ValueChanged += state => { if (state.NewValue == Visibility.Hidden) return; singleDisplaySideOverlays.Where(o => o != overlay).ForEach(o => o.Hide()); }; } // eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time. var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile }; foreach (var overlay in informationalOverlays) { overlay.State.ValueChanged += state => { if (state.NewValue != Visibility.Hidden) showOverlayAboveOthers(overlay, informationalOverlays); }; } // ensure only one of these overlays are open at once. var singleDisplayOverlays = new OverlayContainer[] { firstRunOverlay, chatOverlay, news, dashboard, beatmapListing, changelogOverlay, rankingsOverlay, wikiOverlay }; foreach (var overlay in singleDisplayOverlays) { overlay.State.ValueChanged += state => { // informational overlays should be dismissed on a show or hide of a full overlay. informationalOverlays.ForEach(o => o.Hide()); if (state.NewValue != Visibility.Hidden) showOverlayAboveOthers(overlay, singleDisplayOverlays); }; } OverlayActivationMode.ValueChanged += mode => { if (mode.NewValue != OverlayActivation.All) CloseAllOverlays(); }; // Importantly, this should be run after binding PostNotification to the import handlers so they can present the import after game startup. handleStartupImport(); } private void handleStartupImport() { if (args?.Length > 0) { string[] paths = args.Where(a => !a.StartsWith('-')).ToArray(); if (paths.Length > 0) { string firstPath = paths.First(); if (firstPath.StartsWith(OSU_PROTOCOL, StringComparison.Ordinal)) { HandleLink(firstPath); } else { Task.Run(() => Import(paths)); } } } } private void showOverlayAboveOthers(OverlayContainer overlay, OverlayContainer[] otherOverlays) { otherOverlays.Where(o => o != overlay).ForEach(o => o.Hide()); // Partially visible so leave it at the current depth. if (overlay.IsPresent) return; // Show above all other overlays. if (overlay.IsLoaded) overlayContent.ChangeChildDepth(overlay, (float)-Clock.CurrentTime); else overlay.Depth = (float)-Clock.CurrentTime; } private void forwardLoggedErrorsToNotifications() { int recentLogCount = 0; const double debounce = 60000; Logger.NewEntry += entry => { if (entry.Level < LogLevel.Important || entry.Target == null) return; const int short_term_display_limit = 3; if (recentLogCount < short_term_display_limit) { Schedule(() => Notifications.Post(new SimpleErrorNotification { Icon = entry.Level == LogLevel.Important ? FontAwesome.Solid.ExclamationCircle : FontAwesome.Solid.Bomb, Text = entry.Message.Truncate(256) + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty), })); } else if (recentLogCount == short_term_display_limit) { string logFile = $@"{entry.Target.ToString().ToLowerInvariant()}.log"; Schedule(() => Notifications.Post(new SimpleNotification { Icon = FontAwesome.Solid.EllipsisH, Text = "Subsequent messages have been logged. Click to view log files.", Activated = () => { Storage.GetStorageForDirectory(@"logs").PresentFileExternally(logFile); return true; } })); } Interlocked.Increment(ref recentLogCount); Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce); }; } private Task asyncLoadStream; /// /// Queues loading the provided component in sequential fashion. /// This operation is limited to a single thread to avoid saturating all cores. /// /// The component to load. /// An action to invoke on load completion (generally to add the component to the hierarchy). /// Whether to cache the component as type into the game dependencies before any scheduling. private T loadComponentSingleFile(T component, Action loadCompleteAction, bool cache = false) where T : class { if (cache) dependencies.CacheAs(component); var drawableComponent = component as Drawable ?? throw new ArgumentException($"Component must be a {nameof(Drawable)}", nameof(component)); if (component is OsuFocusedOverlayContainer overlay) focusedOverlays.Add(overlay); // schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached). // with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile, // we could avoid the need for scheduling altogether. Schedule(() => { var previousLoadStream = asyncLoadStream; // chain with existing load stream asyncLoadStream = Task.Run(async () => { if (previousLoadStream != null) await previousLoadStream.ConfigureAwait(false); try { Logger.Log($"Loading {component}..."); // Since this is running in a separate thread, it is possible for OsuGame to be disposed after LoadComponentAsync has been called // throwing an exception. To avoid this, the call is scheduled on the update thread, which does not run if IsDisposed = true Task task = null; var del = new ScheduledDelegate(() => task = LoadComponentAsync(drawableComponent, loadCompleteAction)); Scheduler.Add(del); // The delegate won't complete if OsuGame has been disposed in the meantime while (!IsDisposed && !del.Completed) await Task.Delay(10).ConfigureAwait(false); // Either we're disposed or the load process has started successfully if (IsDisposed) return; Debug.Assert(task != null); await task.ConfigureAwait(false); Logger.Log($"Loaded {component}!"); } catch (OperationCanceledException) { } }); }); return component; } public bool OnPressed(KeyBindingPressEvent e) { if (e.Repeat) return false; if (introScreen == null) return false; switch (e.Action) { case GlobalAction.ToggleSkinEditor: skinEditor.ToggleVisibility(); return true; case GlobalAction.ResetInputSettings: Host.ResetInputHandlers(); frameworkConfig.GetBindable(FrameworkSetting.ConfineMouseMode).SetDefault(); return true; case GlobalAction.ToggleGameplayMouseButtons: var mouseDisableButtons = LocalConfig.GetBindable(OsuSetting.MouseDisableButtons); mouseDisableButtons.Value = !mouseDisableButtons.Value; return true; case GlobalAction.RandomSkin: // Don't allow random skin selection while in the skin editor. // This is mainly to stop many "osu! default (modified)" skins being created via the SkinManager.EnsureMutableSkin() path. // If people want this to work we can potentially avoid selecting default skins when the editor is open, or allow a maximum of one mutable skin somehow. if (skinEditor.State.Value == Visibility.Visible) return false; SkinManager.SelectRandomSkin(); return true; } return false; } public override bool OnPressed(KeyBindingPressEvent e) { const float adjustment_increment = 0.05f; switch (e.Action) { case PlatformAction.ZoomIn: uiScale.Value += adjustment_increment; return true; case PlatformAction.ZoomOut: uiScale.Value -= adjustment_increment; return true; case PlatformAction.ZoomDefault: uiScale.SetDefault(); return true; } return base.OnPressed(e); } #region Inactive audio dimming private readonly BindableDouble inactiveVolumeFade = new BindableDouble(); private void updateActiveState(bool isActive) { if (isActive) this.TransformBindableTo(inactiveVolumeFade, 1, 400, Easing.OutQuint); else this.TransformBindableTo(inactiveVolumeFade, LocalConfig.Get(OsuSetting.VolumeInactive), 4000, Easing.OutQuint); } #endregion public void OnReleased(KeyBindingReleaseEvent e) { } protected override bool OnExiting() { if (ScreenStack.CurrentScreen is Loader) return false; if (introScreen?.DidLoadMenu == true && !(ScreenStack.CurrentScreen is IntroScreen)) { Scheduler.Add(introScreen.MakeCurrent); return true; } return base.OnExiting(); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); ScreenOffsetContainer.Padding = new MarginPadding { Top = toolbarOffset }; overlayOffsetContainer.Padding = new MarginPadding { Top = toolbarOffset }; float horizontalOffset = 0f; // Content.ToLocalSpace() is used instead of this.ToLocalSpace() to correctly calculate the offset with scaling modes active. // Content is a child of a scaling container with ScalingMode.Everything set, while the game itself is never scaled. // this avoids a visible jump in the positioning of the screen offset container. if (Settings.IsLoaded && Settings.IsPresent) horizontalOffset += Content.ToLocalSpace(Settings.ScreenSpaceDrawQuad.TopRight).X * SIDE_OVERLAY_OFFSET_RATIO; if (Notifications.IsLoaded && Notifications.IsPresent) horizontalOffset += (Content.ToLocalSpace(Notifications.ScreenSpaceDrawQuad.TopLeft).X - Content.DrawWidth) * SIDE_OVERLAY_OFFSET_RATIO; ScreenOffsetContainer.X = horizontalOffset; overlayContent.X = horizontalOffset * 1.2f; MenuCursorContainer.CanShowCursor = (ScreenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false; } private void screenChanged(IScreen current, IScreen newScreen) { switch (newScreen) { case IntroScreen intro: introScreen = intro; versionManager?.Show(); break; case MainMenu menu: menuScreen = menu; versionManager?.Show(); break; default: versionManager?.Hide(); break; } // reset on screen change for sanity. LocalUserPlaying.Value = false; if (current is IOsuScreen currentOsuScreen) { OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode); API.Activity.UnbindFrom(currentOsuScreen.Activity); } if (newScreen is IOsuScreen newOsuScreen) { OverlayActivationMode.BindTo(newOsuScreen.OverlayActivationMode); API.Activity.BindTo(newOsuScreen.Activity); if (newOsuScreen.HideOverlaysOnEnter) CloseAllOverlays(); else Toolbar.Show(); if (newOsuScreen.AllowBackButton) BackButton.Show(); else BackButton.Hide(); } skinEditor.SetTarget((OsuScreen)newScreen); } private void screenPushed(IScreen lastScreen, IScreen newScreen) => screenChanged(lastScreen, newScreen); private void screenExited(IScreen lastScreen, IScreen newScreen) { screenChanged(lastScreen, newScreen); if (newScreen == null) Exit(); } IBindable ILocalUserPlayInfo.IsPlaying => LocalUserPlaying; } }