// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using osu.Framework.Configuration; using osu.Framework.Screens; using osu.Game.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Overlays; using osu.Framework.Logging; using osu.Game.Graphics.UserInterface.Volume; using osu.Framework.Allocation; using osu.Game.Overlays.Toolbar; using osu.Game.Screens; using osu.Game.Screens.Menu; using OpenTK; using System.Linq; using System.Threading; using System.Threading.Tasks; using osu.Framework.Audio; using osu.Framework.Input.Bindings; using osu.Framework.Platform; using osu.Framework.Threading; using osu.Game.Graphics; using osu.Game.Rulesets.Scoring; using osu.Game.Overlays.Notifications; using osu.Game.Rulesets; using osu.Game.Screens.Play; using osu.Game.Input.Bindings; using osu.Game.Rulesets.Mods; using OpenTK.Graphics; namespace osu.Game { public class OsuGame : OsuGameBase, IKeyBindingHandler { public Toolbar Toolbar; private ChatOverlay chat; private MusicController musicController; private NotificationOverlay notifications; private DialogOverlay dialogOverlay; private DirectOverlay direct; private SocialOverlay social; private UserProfileOverlay userProfile; private BeatmapSetOverlay beatmapSetOverlay; public virtual Storage GetStorageForStableInstall() => null; private Intro intro { get { Screen s = screenStack; while (s != null && !(s is Intro)) s = s.ChildScreen; return s as Intro; } } public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight; public readonly BindableBool ShowOverlays = new BindableBool(); private OsuScreen screenStack; private VolumeControl volume; private OnScreenDisplay onscreenDisplay; private Bindable configRuleset; public Bindable Ruleset = new Bindable(); private readonly string[] args; private SettingsOverlay settings; // todo: move this to SongSelect once Screen has the ability to unsuspend. public readonly Bindable> SelectedMods = new Bindable>(new List()); public OsuGame(string[] args = null) { this.args = args; } public void ToggleSettings() => settings.ToggleVisibility(); public void ToggleDirect() => direct.ToggleVisibility(); private DependencyContainer dependencies; protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateLocalDependencies(parent)); [BackgroundDependencyLoader] private void load(FrameworkConfigManager frameworkConfig) { this.frameworkConfig = frameworkConfig; ScoreStore.ScoreImported += score => Schedule(() => LoadScore(score)); if (!Host.IsPrimaryInstance) { Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error); Environment.Exit(0); } if (args?.Length > 0) { var paths = args.Where(a => !a.StartsWith(@"-")); Task.Run(() => Import(paths.ToArray())); } dependencies.CacheAs(this); configRuleset = LocalConfig.GetBindable(OsuSetting.Ruleset); Ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First(); Ruleset.ValueChanged += r => configRuleset.Value = r.ID ?? 0; LocalConfig.BindWith(OsuSetting.VolumeInactive, inactiveVolumeAdjust); } private ScheduledDelegate scoreLoad; /// /// Open chat to a channel matching the provided name, if present. /// /// The name of the channel. public void OpenChannel(string channelName) => chat.OpenChannel(chat.AvailableChannels.Find(c => c.Name == channelName)); /// /// Show a beatmap set as an overlay. /// /// The set to display. public void ShowBeatmapSet(int setId) => beatmapSetOverlay.ShowBeatmapSet(setId); protected void LoadScore(Score s) { scoreLoad?.Cancel(); var menu = intro.ChildScreen; if (menu == null) { scoreLoad = Schedule(() => LoadScore(s)); return; } if (!menu.IsCurrentScreen) { menu.MakeCurrent(); this.Delay(500).Schedule(() => LoadScore(s), out scoreLoad); return; } if (s.Beatmap == null) { notifications.Post(new SimpleNotification { Text = @"Tried to load a score for a beatmap we don't have!", Icon = FontAwesome.fa_life_saver, }); return; } Beatmap.Value = BeatmapManager.GetWorkingBeatmap(s.Beatmap); menu.Push(new PlayerLoader(new ReplayPlayer(s.Replay))); } protected override void LoadComplete() { base.LoadComplete(); // 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 CursorOverrideContainer.CanShowCursor = currentScreen?.CursorVisible ?? false; // hook up notifications to components. BeatmapManager.PostNotification = n => notifications?.Post(n); BeatmapManager.GetStableStorage = GetStorageForStableInstall; AddRange(new Drawable[] { new VolumeControlReceptor { RelativeSizeAxes = Axes.Both, ActionRequested = action => volume.Adjust(action) }, mainContent = new Container { RelativeSizeAxes = Axes.Both }, overlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue }, }); loadComponentSingleFile(screenStack = new Loader(), d => { screenStack.ModePushed += screenAdded; screenStack.Exited += screenRemoved; mainContent.Add(screenStack); }); loadComponentSingleFile(Toolbar = new Toolbar { Depth = -5, OnHome = delegate { hideAllOverlays(); intro?.ChildScreen?.MakeCurrent(); }, }, overlayContent.Add); loadComponentSingleFile(volume = new VolumeControl(), Add); loadComponentSingleFile(onscreenDisplay = new OnScreenDisplay(), Add); //overlay elements loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(chat = new ChatOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(settings = new MainSettings { GetToolbarHeight = () => ToolbarOffset, Depth = -1 }, overlayContent.Add); loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add); loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, mainContent.Add); loadComponentSingleFile(musicController = new MusicController { Depth = -4, Position = new Vector2(0, Toolbar.HEIGHT), Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, overlayContent.Add); loadComponentSingleFile(notifications = new NotificationOverlay { GetToolbarHeight = () => ToolbarOffset, Depth = -4, Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, overlayContent.Add); loadComponentSingleFile(dialogOverlay = new DialogOverlay { Depth = -6, }, overlayContent.Add); forwardLoggedErrorsToNotifications(); dependencies.Cache(settings); dependencies.Cache(onscreenDisplay); dependencies.Cache(social); dependencies.Cache(direct); dependencies.Cache(chat); dependencies.Cache(userProfile); dependencies.Cache(musicController); dependencies.Cache(beatmapSetOverlay); dependencies.Cache(notifications); dependencies.Cache(dialogOverlay); // ensure only one of these overlays are open at once. var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct }; foreach (var overlay in singleDisplayOverlays) { overlay.StateChanged += state => { if (state == Visibility.Hidden) return; foreach (var c in singleDisplayOverlays) { if (c == overlay) continue; c.State = Visibility.Hidden; } }; } // 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.StateChanged += state => { if (state == Visibility.Hidden) return; foreach (var c in informationalOverlays) { if (c == overlay) continue; c.State = Visibility.Hidden; } }; } void updateScreenOffset() { float offset = 0; if (settings.State == Visibility.Visible) offset += ToolbarButton.WIDTH / 2; if (notifications.State == Visibility.Visible) offset -= ToolbarButton.WIDTH / 2; screenStack.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint); } settings.StateChanged += _ => updateScreenOffset(); notifications.StateChanged += _ => updateScreenOffset(); notifications.Enabled.BindTo(ShowOverlays); ShowOverlays.ValueChanged += show => { //central game screen change logic. if (!show) { hideAllOverlays(); musicController.State = Visibility.Hidden; Toolbar.State = Visibility.Hidden; } else Toolbar.State = Visibility.Visible; }; } private void forwardLoggedErrorsToNotifications() { int recentErrorCount = 0; const double debounce = 5000; Logger.NewEntry += entry => { if (entry.Level < LogLevel.Error || entry.Target == null) return; if (recentErrorCount < 2) { notifications.Post(new SimpleNotification { Icon = FontAwesome.fa_bomb, Text = (recentErrorCount == 0 ? entry.Message : "Subsequent errors occurred and have been logged.") + "\nClick to view log files.", Activated = () => { Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer(); return true; } }); } Interlocked.Increment(ref recentErrorCount); Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentErrorCount), debounce); }; } private Task asyncLoadStream; private int visibleOverlayCount; private void loadComponentSingleFile(T d, Action add) where T : Drawable { var focused = d as FocusedOverlayContainer; if (focused != null) { focused.StateChanged += s => { visibleOverlayCount += s == Visibility.Visible ? 1 : -1; screenStack.FadeColour(visibleOverlayCount > 0 ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint); }; } // 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(() => { asyncLoadStream = asyncLoadStream?.ContinueWith(t => LoadComponentAsync(d, add).Wait()) ?? LoadComponentAsync(d, add); }); } public bool OnPressed(GlobalAction action) { if (intro == null) return false; switch (action) { case GlobalAction.ToggleChat: chat.ToggleVisibility(); return true; case GlobalAction.ToggleSocial: social.ToggleVisibility(); return true; case GlobalAction.ResetInputSettings: var sensitivity = frameworkConfig.GetBindable(FrameworkSetting.CursorSensitivity); sensitivity.Disabled = false; sensitivity.Value = 1; sensitivity.Disabled = true; frameworkConfig.Set(FrameworkSetting.ActiveInputHandlers, string.Empty); return true; case GlobalAction.ToggleToolbar: Toolbar.ToggleVisibility(); return true; case GlobalAction.ToggleSettings: settings.ToggleVisibility(); return true; case GlobalAction.ToggleDirect: direct.ToggleVisibility(); return true; } return false; } private readonly BindableDouble inactiveVolumeAdjust = new BindableDouble(); protected override void OnDeactivated() { base.OnDeactivated(); Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust); } protected override void OnActivated() { base.OnActivated(); Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust); } public bool OnReleased(GlobalAction action) => false; private Container mainContent; private Container overlayContent; private OsuScreen currentScreen; private FrameworkConfigManager frameworkConfig; private void hideAllOverlays() { settings.State = Visibility.Hidden; chat.State = Visibility.Hidden; direct.State = Visibility.Hidden; social.State = Visibility.Hidden; userProfile.State = Visibility.Hidden; notifications.State = Visibility.Hidden; } protected override bool OnExiting() { if (screenStack.ChildScreen == null) return false; if (intro == null) return true; if (!intro.DidLoadMenu || intro.ChildScreen != null) { Scheduler.Add(intro.MakeCurrent); return true; } return base.OnExiting(); } /// /// Use to programatically exit the game as if the user was triggering via alt-f4. /// Will keep persisting until an exit occurs (exit may be blocked multiple times). /// public void GracefullyExit() { if (!OnExiting()) Exit(); else Scheduler.AddDelayed(GracefullyExit, 2000); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); // we only want to apply these restrictions when we are inside a screen stack. // the use case for not applying is in visual/unit tests. bool applyRestrictions = !currentScreen?.AllowBeatmapRulesetChange ?? false; Ruleset.Disabled = applyRestrictions; Beatmap.Disabled = applyRestrictions; mainContent.Padding = new MarginPadding { Top = ToolbarOffset }; CursorOverrideContainer.CanShowCursor = currentScreen?.CursorVisible ?? false; } private void screenAdded(Screen newScreen) { currentScreen = (OsuScreen)newScreen; newScreen.ModePushed += screenAdded; newScreen.Exited += screenRemoved; } private void screenRemoved(Screen newScreen) { currentScreen = (OsuScreen)newScreen; if (newScreen == null) Exit(); } } }