mirror of
https://github.com/ppy/osu
synced 2024-12-22 14:54:35 +00:00
faa5997b48
Move scaling container to OsuGame so OsuGameBase doesn't apply UI scale
956 lines
36 KiB
C#
956 lines
36 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Configuration;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Overlays;
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using osu.Framework.Logging;
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using osu.Framework.Allocation;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Platform;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.Play;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.Chat;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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using osu.Game.Overlays.Volume;
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using osu.Game.Scoring;
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using osu.Game.Screens.Select;
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using osu.Game.Utils;
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using LogLevel = osu.Framework.Logging.LogLevel;
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namespace osu.Game
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{
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/// <summary>
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/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
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/// for initial components that are generally retrieved via DI.
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/// </summary>
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public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
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{
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public Toolbar Toolbar;
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private ChatOverlay chatOverlay;
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private ChannelManager channelManager;
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private NotificationOverlay notifications;
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private DirectOverlay direct;
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private SocialOverlay social;
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private UserProfileOverlay userProfile;
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private BeatmapSetOverlay beatmapSetOverlay;
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[Cached]
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private readonly ScreenshotManager screenshotManager = new ScreenshotManager();
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protected RavenLogger RavenLogger;
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public virtual Storage GetStorageForStableInstall() => null;
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public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
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private IdleTracker idleTracker;
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public readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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protected OsuScreenStack ScreenStack;
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protected BackButton BackButton;
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protected SettingsPanel Settings;
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private VolumeOverlay volume;
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private OsuLogo osuLogo;
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private MainMenu menuScreen;
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private IntroScreen introScreen;
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private Bindable<int> configRuleset;
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private Bindable<int> configSkin;
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private readonly string[] args;
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private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
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private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
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public OsuGame(string[] args = null)
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{
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this.args = args;
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forwardLoggedErrorsToNotifications();
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RavenLogger = new RavenLogger(this);
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}
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private void updateBlockingOverlayFade() =>
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screenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
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public void AddBlockingOverlay(OverlayContainer overlay)
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{
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if (!visibleBlockingOverlays.Contains(overlay))
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visibleBlockingOverlays.Add(overlay);
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updateBlockingOverlayFade();
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}
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public void RemoveBlockingOverlay(OverlayContainer overlay)
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{
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visibleBlockingOverlays.Remove(overlay);
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updateBlockingOverlayFade();
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}
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/// <summary>
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/// Close all game-wide overlays.
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/// </summary>
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/// <param name="hideToolbar">Whether the toolbar should also be hidden.</param>
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public void CloseAllOverlays(bool hideToolbar = true)
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{
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foreach (var overlay in overlays)
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overlay.Hide();
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if (hideToolbar) Toolbar.Hide();
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}
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager frameworkConfig)
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{
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this.frameworkConfig = frameworkConfig;
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if (!Host.IsPrimaryInstance && !DebugUtils.IsDebugBuild)
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{
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Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error);
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Environment.Exit(0);
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}
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if (args?.Length > 0)
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{
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var paths = args.Where(a => !a.StartsWith(@"-")).ToArray();
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if (paths.Length > 0)
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Task.Run(() => Import(paths));
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}
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dependencies.CacheAs(this);
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dependencies.Cache(RavenLogger);
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dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 });
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// bind config int to database RulesetInfo
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configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
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Ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
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Ruleset.ValueChanged += r => configRuleset.Value = r.NewValue.ID ?? 0;
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// bind config int to database SkinInfo
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configSkin = LocalConfig.GetBindable<int>(OsuSetting.Skin);
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SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID;
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configSkin.ValueChanged += skinId =>
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{
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var skinInfo = SkinManager.Query(s => s.ID == skinId.NewValue);
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if (skinInfo == null)
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{
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switch (skinId.NewValue)
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{
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case -1:
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skinInfo = DefaultLegacySkin.Info;
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break;
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default:
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skinInfo = SkinInfo.Default;
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break;
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}
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}
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SkinManager.CurrentSkinInfo.Value = skinInfo;
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};
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configSkin.TriggerChange();
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IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
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Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
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Beatmap.BindValueChanged(beatmapChanged, true);
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}
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private ExternalLinkOpener externalLinkOpener;
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/// <summary>
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/// Handle an arbitrary URL. Displays via in-game overlays where possible.
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/// This can be called from a non-thread-safe non-game-loaded state.
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/// </summary>
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/// <param name="url">The URL to load.</param>
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public void HandleLink(string url) => HandleLink(MessageFormatter.GetLinkDetails(url));
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/// <summary>
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/// Handle a specific <see cref="LinkDetails"/>.
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/// This can be called from a non-thread-safe non-game-loaded state.
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/// </summary>
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/// <param name="link">The link to load.</param>
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public void HandleLink(LinkDetails link) => Schedule(() =>
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{
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switch (link.Action)
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{
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case LinkAction.OpenBeatmap:
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// TODO: proper query params handling
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if (link.Argument != null && int.TryParse(link.Argument.Contains('?') ? link.Argument.Split('?')[0] : link.Argument, out int beatmapId))
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ShowBeatmap(beatmapId);
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break;
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case LinkAction.OpenBeatmapSet:
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if (int.TryParse(link.Argument, out int setId))
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ShowBeatmapSet(setId);
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break;
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case LinkAction.OpenChannel:
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ShowChannel(link.Argument);
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break;
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case LinkAction.OpenEditorTimestamp:
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case LinkAction.JoinMultiplayerMatch:
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case LinkAction.Spectate:
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waitForReady(() => notifications, _ => notifications?.Post(new SimpleNotification
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{
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Text = @"This link type is not yet supported!",
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Icon = FontAwesome.Solid.LifeRing,
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}));
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break;
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case LinkAction.External:
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OpenUrlExternally(link.Argument);
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break;
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case LinkAction.OpenUserProfile:
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if (long.TryParse(link.Argument, out long userId))
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ShowUser(userId);
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break;
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default:
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throw new NotImplementedException($"This {nameof(LinkAction)} ({link.Action.ToString()}) is missing an associated action.");
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}
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});
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public void OpenUrlExternally(string url) => waitForReady(() => externalLinkOpener, _ =>
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{
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if (url.StartsWith("/"))
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url = $"{API.Endpoint}{url}";
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externalLinkOpener.OpenUrlExternally(url);
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});
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/// <summary>
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/// Open a specific channel in chat.
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/// </summary>
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/// <param name="channel">The channel to display.</param>
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public void ShowChannel(string channel) => waitForReady(() => channelManager, _ =>
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{
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try
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{
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channelManager.OpenChannel(channel);
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}
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catch (ChannelNotFoundException)
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{
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Logger.Log($"The requested channel \"{channel}\" does not exist");
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}
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});
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/// <summary>
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/// Show a beatmap set as an overlay.
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/// </summary>
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/// <param name="setId">The set to display.</param>
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public void ShowBeatmapSet(int setId) => waitForReady(() => beatmapSetOverlay, _ => beatmapSetOverlay.FetchAndShowBeatmapSet(setId));
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/// <summary>
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/// Show a user's profile as an overlay.
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/// </summary>
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/// <param name="userId">The user to display.</param>
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public void ShowUser(long userId) => waitForReady(() => userProfile, _ => userProfile.ShowUser(userId));
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/// <summary>
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/// Show a beatmap's set as an overlay, displaying the given beatmap.
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/// </summary>
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/// <param name="beatmapId">The beatmap to show.</param>
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public void ShowBeatmap(int beatmapId) => waitForReady(() => beatmapSetOverlay, _ => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId));
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/// <summary>
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/// Present a beatmap at song select immediately.
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/// The user should have already requested this interactively.
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/// </summary>
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/// <param name="beatmap">The beatmap to select.</param>
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public void PresentBeatmap(BeatmapSetInfo beatmap)
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{
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var databasedSet = beatmap.OnlineBeatmapSetID != null
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? BeatmapManager.QueryBeatmapSet(s => s.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID)
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: BeatmapManager.QueryBeatmapSet(s => s.Hash == beatmap.Hash);
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if (databasedSet == null)
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{
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Logger.Log("The requested beatmap could not be loaded.", LoggingTarget.Information);
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return;
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}
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performFromMainMenu(() =>
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{
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// we might already be at song select, so a check is required before performing the load to solo.
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if (menuScreen.IsCurrentScreen())
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menuScreen.LoadToSolo();
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// we might even already be at the song
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if (Beatmap.Value.BeatmapSetInfo.Hash == databasedSet.Hash)
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{
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return;
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}
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// Use first beatmap available for current ruleset, else switch ruleset.
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var first = databasedSet.Beatmaps.Find(b => b.Ruleset.Equals(Ruleset.Value)) ?? databasedSet.Beatmaps.First();
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Ruleset.Value = first.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first);
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}, $"load {beatmap}", bypassScreenAllowChecks: true, targetScreen: typeof(PlaySongSelect));
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}
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/// <summary>
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/// Present a score's replay immediately.
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/// The user should have already requested this interactively.
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/// </summary>
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public void PresentScore(ScoreInfo score)
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{
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// The given ScoreInfo may have missing properties if it was retrieved from online data. Re-retrieve it from the database
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// to ensure all the required data for presenting a replay are present.
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var databasedScoreInfo = score.OnlineScoreID != null
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? ScoreManager.Query(s => s.OnlineScoreID == score.OnlineScoreID)
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: ScoreManager.Query(s => s.Hash == score.Hash);
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if (databasedScoreInfo == null)
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{
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Logger.Log("The requested score could not be found locally.", LoggingTarget.Information);
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return;
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}
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var databasedScore = ScoreManager.GetScore(databasedScoreInfo);
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if (databasedScore.Replay == null)
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{
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Logger.Log("The loaded score has no replay data.", LoggingTarget.Information);
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return;
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}
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var databasedBeatmap = BeatmapManager.QueryBeatmap(b => b.ID == databasedScoreInfo.Beatmap.ID);
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if (databasedBeatmap == null)
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{
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Logger.Log("Tried to load a score for a beatmap we don't have!", LoggingTarget.Information);
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return;
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}
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performFromMainMenu(() =>
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{
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap);
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menuScreen.Push(new ReplayPlayerLoader(databasedScore));
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}, $"watch {databasedScoreInfo}", bypassScreenAllowChecks: true);
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}
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protected virtual Loader CreateLoader() => new Loader();
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protected override Container CreateScalingContainer() => new ScalingContainer(ScalingMode.Everything);
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#region Beatmap progression
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
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{
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var nextBeatmap = beatmap.NewValue;
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if (nextBeatmap?.Track != null)
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nextBeatmap.Track.Completed += currentTrackCompleted;
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using (var oldBeatmap = beatmap.OldValue)
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{
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if (oldBeatmap?.Track != null)
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oldBeatmap.Track.Completed -= currentTrackCompleted;
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}
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nextBeatmap?.LoadBeatmapAsync();
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}
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private void currentTrackCompleted()
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{
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if (!Beatmap.Value.Track.Looping && !Beatmap.Disabled)
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musicController.NextTrack();
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}
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#endregion
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private ScheduledDelegate performFromMainMenuTask;
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/// <summary>
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/// Perform an action only after returning to the main menu.
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/// Eagerly tries to exit the current screen until it succeeds.
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/// </summary>
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/// <param name="action">The action to perform once we are in the correct state.</param>
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/// <param name="taskName">The task name to display in a notification (if we can't immediately reach the main menu state).</param>
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/// <param name="targetScreen">An optional target screen type. If this screen is already current we can immediately perform the action without returning to the menu.</param>
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/// <param name="bypassScreenAllowChecks">Whether checking <see cref="IOsuScreen.AllowExternalScreenChange"/> should be bypassed.</param>
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private void performFromMainMenu(Action action, string taskName, Type targetScreen = null, bool bypassScreenAllowChecks = false)
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{
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performFromMainMenuTask?.Cancel();
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// if the current screen does not allow screen changing, give the user an option to try again later.
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if (!bypassScreenAllowChecks && (ScreenStack.CurrentScreen as IOsuScreen)?.AllowExternalScreenChange == false)
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{
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notifications.Post(new SimpleNotification
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{
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Text = $"Click here to {taskName}",
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Activated = () =>
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{
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performFromMainMenu(action, taskName, targetScreen, true);
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return true;
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}
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});
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return;
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}
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CloseAllOverlays(false);
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// we may already be at the target screen type.
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if (targetScreen != null && ScreenStack.CurrentScreen?.GetType() == targetScreen)
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{
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action();
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return;
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}
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// all conditions have been met to continue with the action.
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if (menuScreen?.IsCurrentScreen() == true && !Beatmap.Disabled)
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{
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action();
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return;
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}
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// menuScreen may not be initialised yet (null check required).
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menuScreen?.MakeCurrent();
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performFromMainMenuTask = Schedule(() => performFromMainMenu(action, taskName));
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}
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/// <summary>
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/// Wait for the game (and target component) to become loaded and then run an action.
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/// </summary>
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/// <param name="retrieveInstance">A function to retrieve a (potentially not-yet-constructed) target instance.</param>
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/// <param name="action">The action to perform on the instance when load is confirmed.</param>
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/// <typeparam name="T">The type of the target instance.</typeparam>
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private void waitForReady<T>(Func<T> retrieveInstance, Action<T> action)
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where T : Drawable
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{
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var instance = retrieveInstance();
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if (ScreenStack == null || ScreenStack.CurrentScreen is StartupScreen || instance?.IsLoaded != true)
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Schedule(() => waitForReady(retrieveInstance, action));
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else
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action(instance);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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RavenLogger.Dispose();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// The next time this is updated is in UpdateAfterChildren, which occurs too late and results
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// in the cursor being shown for a few frames during the intro.
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// This prevents the cursor from showing until we have a screen with CursorVisible = true
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MenuCursorContainer.CanShowCursor = menuScreen?.CursorVisible ?? false;
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// todo: all archive managers should be able to be looped here.
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SkinManager.PostNotification = n => notifications?.Post(n);
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SkinManager.GetStableStorage = GetStorageForStableInstall;
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BeatmapManager.PostNotification = n => notifications?.Post(n);
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BeatmapManager.GetStableStorage = GetStorageForStableInstall;
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BeatmapManager.PresentImport = items => PresentBeatmap(items.First());
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ScoreManager.PostNotification = n => notifications?.Post(n);
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ScoreManager.GetStableStorage = GetStorageForStableInstall;
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ScoreManager.PresentImport = items => PresentScore(items.First());
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Container logoContainer;
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BackButton.Receptor receptor;
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dependencies.CacheAs(idleTracker = new GameIdleTracker(6000));
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AddRange(new Drawable[]
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{
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new VolumeControlReceptor
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{
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RelativeSizeAxes = Axes.Both,
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ActionRequested = action => volume.Adjust(action),
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ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
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},
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screenContainer = new ScalingContainer(ScalingMode.ExcludeOverlays)
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{
|
|
RelativeSizeAxes = Axes.Both,
|
|
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 as IOsuScreen)?.AllowBackButton == true)
|
|
ScreenStack.Exit();
|
|
}
|
|
},
|
|
logoContainer = new Container { RelativeSizeAxes = Axes.Both },
|
|
}
|
|
},
|
|
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
|
|
});
|
|
|
|
ScreenStack.ScreenPushed += screenPushed;
|
|
ScreenStack.ScreenExited += screenExited;
|
|
|
|
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);
|
|
|
|
loadComponentSingleFile(new OnScreenDisplay(), Add, true);
|
|
|
|
loadComponentSingleFile(musicController = new MusicController(), Add, true);
|
|
|
|
loadComponentSingleFile(notifications = new NotificationOverlay
|
|
{
|
|
GetToolbarHeight = () => ToolbarOffset,
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
}, rightFloatingOverlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(screenshotManager, Add);
|
|
|
|
//overlay elements
|
|
loadComponentSingleFile(direct = new DirectOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(social = new SocialOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(channelManager = new ChannelManager(), AddInternal, true);
|
|
loadComponentSingleFile(chatOverlay = new ChatOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(Settings = new SettingsOverlay { GetToolbarHeight = () => ToolbarOffset }, leftFloatingOverlayContent.Add, true);
|
|
var changelogOverlay = loadComponentSingleFile(new ChangelogOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(userProfile = new UserProfileOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay(), overlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(new LoginOverlay
|
|
{
|
|
GetToolbarHeight = () => ToolbarOffset,
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
}, rightFloatingOverlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(new NowPlayingOverlay
|
|
{
|
|
GetToolbarHeight = () => ToolbarOffset,
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
}, rightFloatingOverlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(new AccountCreationOverlay(), topMostOverlayContent.Add, true);
|
|
loadComponentSingleFile(new DialogOverlay(), topMostOverlayContent.Add, true);
|
|
loadComponentSingleFile(externalLinkOpener = new ExternalLinkOpener(), topMostOverlayContent.Add);
|
|
|
|
chatOverlay.State.ValueChanged += state => channelManager.HighPollRate.Value = state.NewValue == Visibility.Visible;
|
|
|
|
Add(externalLinkOpener = new ExternalLinkOpener());
|
|
|
|
// side overlays which cancel each other.
|
|
var singleDisplaySideOverlays = new OverlayContainer[] { Settings, notifications };
|
|
|
|
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) return;
|
|
|
|
informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
|
|
};
|
|
}
|
|
|
|
// ensure only one of these overlays are open at once.
|
|
var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct, changelogOverlay };
|
|
|
|
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) return;
|
|
|
|
singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
|
|
};
|
|
}
|
|
|
|
OverlayActivationMode.ValueChanged += mode =>
|
|
{
|
|
if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
|
|
};
|
|
|
|
void updateScreenOffset()
|
|
{
|
|
float offset = 0;
|
|
|
|
if (Settings.State.Value == Visibility.Visible)
|
|
offset += ToolbarButton.WIDTH / 2;
|
|
if (notifications.State.Value == Visibility.Visible)
|
|
offset -= ToolbarButton.WIDTH / 2;
|
|
|
|
screenContainer.MoveToX(offset, SettingsPanel.TRANSITION_LENGTH, Easing.OutQuint);
|
|
}
|
|
|
|
Settings.State.ValueChanged += _ => updateScreenOffset();
|
|
notifications.State.ValueChanged += _ => updateScreenOffset();
|
|
}
|
|
|
|
public class GameIdleTracker : IdleTracker
|
|
{
|
|
private InputManager inputManager;
|
|
|
|
public GameIdleTracker(int time)
|
|
: base(time)
|
|
{
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
inputManager = GetContainingInputManager();
|
|
}
|
|
|
|
protected override bool AllowIdle => inputManager.FocusedDrawable == null;
|
|
}
|
|
|
|
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 SimpleNotification
|
|
{
|
|
Icon = entry.Level == LogLevel.Important ? FontAwesome.Solid.ExclamationCircle : FontAwesome.Solid.Bomb,
|
|
Text = entry.Message + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty),
|
|
}));
|
|
}
|
|
else if (recentLogCount == short_term_display_limit)
|
|
{
|
|
Schedule(() => notifications.Post(new SimpleNotification
|
|
{
|
|
Icon = FontAwesome.Solid.EllipsisH,
|
|
Text = "Subsequent messages have been logged. Click to view log files.",
|
|
Activated = () =>
|
|
{
|
|
Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer();
|
|
return true;
|
|
}
|
|
}));
|
|
}
|
|
|
|
Interlocked.Increment(ref recentLogCount);
|
|
Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce);
|
|
};
|
|
}
|
|
|
|
private Task asyncLoadStream;
|
|
|
|
private T loadComponentSingleFile<T>(T d, Action<T> add, bool cache = false)
|
|
where T : Drawable
|
|
{
|
|
if (cache)
|
|
dependencies.Cache(d);
|
|
|
|
if (d is OverlayContainer overlay)
|
|
overlays.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;
|
|
|
|
try
|
|
{
|
|
Logger.Log($"Loading {d}...", level: LogLevel.Debug);
|
|
|
|
// 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(d, add));
|
|
Scheduler.Add(del);
|
|
|
|
// The delegate won't complete if OsuGame has been disposed in the meantime
|
|
while (!IsDisposed && !del.Completed)
|
|
await Task.Delay(10);
|
|
|
|
// Either we're disposed or the load process has started successfully
|
|
if (IsDisposed)
|
|
return;
|
|
|
|
Debug.Assert(task != null);
|
|
|
|
await task;
|
|
|
|
Logger.Log($"Loaded {d}!", level: LogLevel.Debug);
|
|
}
|
|
catch (OperationCanceledException)
|
|
{
|
|
}
|
|
});
|
|
});
|
|
|
|
return d;
|
|
}
|
|
|
|
public bool OnPressed(GlobalAction action)
|
|
{
|
|
if (introScreen == null) return false;
|
|
|
|
switch (action)
|
|
{
|
|
case GlobalAction.ToggleChat:
|
|
chatOverlay.ToggleVisibility();
|
|
return true;
|
|
|
|
case GlobalAction.ToggleSocial:
|
|
social.ToggleVisibility();
|
|
return true;
|
|
|
|
case GlobalAction.ResetInputSettings:
|
|
var sensitivity = frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity);
|
|
|
|
sensitivity.Disabled = false;
|
|
sensitivity.Value = 1;
|
|
sensitivity.Disabled = true;
|
|
|
|
frameworkConfig.Set(FrameworkSetting.IgnoredInputHandlers, string.Empty);
|
|
frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
|
|
return true;
|
|
|
|
case GlobalAction.ToggleToolbar:
|
|
Toolbar.ToggleVisibility();
|
|
return true;
|
|
|
|
case GlobalAction.ToggleSettings:
|
|
Settings.ToggleVisibility();
|
|
return true;
|
|
|
|
case GlobalAction.ToggleDirect:
|
|
direct.ToggleVisibility();
|
|
return true;
|
|
|
|
case GlobalAction.ToggleGameplayMouseButtons:
|
|
LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#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<double>(OsuSetting.VolumeInactive), 4000, Easing.OutQuint);
|
|
}
|
|
|
|
#endregion
|
|
|
|
public bool OnReleased(GlobalAction action) => false;
|
|
|
|
private Container overlayContent;
|
|
|
|
private Container rightFloatingOverlayContent;
|
|
|
|
private Container leftFloatingOverlayContent;
|
|
|
|
private Container topMostOverlayContent;
|
|
|
|
private FrameworkConfigManager frameworkConfig;
|
|
|
|
private ScalingContainer screenContainer;
|
|
|
|
private MusicController musicController;
|
|
|
|
protected override bool OnExiting()
|
|
{
|
|
if (ScreenStack.CurrentScreen is Loader)
|
|
return false;
|
|
|
|
if (introScreen == null)
|
|
return true;
|
|
|
|
if (!introScreen.DidLoadMenu || !(ScreenStack.CurrentScreen is IntroScreen))
|
|
{
|
|
Scheduler.Add(introScreen.MakeCurrent);
|
|
return true;
|
|
}
|
|
|
|
return base.OnExiting();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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).
|
|
/// </summary>
|
|
public void GracefullyExit()
|
|
{
|
|
if (!OnExiting())
|
|
Exit();
|
|
else
|
|
Scheduler.AddDelayed(GracefullyExit, 2000);
|
|
}
|
|
|
|
protected override void UpdateAfterChildren()
|
|
{
|
|
base.UpdateAfterChildren();
|
|
|
|
screenContainer.Padding = new MarginPadding { Top = ToolbarOffset };
|
|
overlayContent.Padding = new MarginPadding { Top = ToolbarOffset };
|
|
|
|
MenuCursorContainer.CanShowCursor = (ScreenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false;
|
|
}
|
|
|
|
protected virtual void ScreenChanged(IScreen current, IScreen newScreen)
|
|
{
|
|
switch (newScreen)
|
|
{
|
|
case IntroScreen intro:
|
|
introScreen = intro;
|
|
break;
|
|
|
|
case MainMenu menu:
|
|
menuScreen = menu;
|
|
break;
|
|
}
|
|
|
|
if (newScreen is IOsuScreen newOsuScreen)
|
|
{
|
|
OverlayActivationMode.Value = newOsuScreen.InitialOverlayActivationMode;
|
|
|
|
if (newOsuScreen.HideOverlaysOnEnter)
|
|
CloseAllOverlays();
|
|
else
|
|
Toolbar.Show();
|
|
|
|
if (newOsuScreen.AllowBackButton)
|
|
BackButton.Show();
|
|
else
|
|
BackButton.Hide();
|
|
}
|
|
}
|
|
|
|
private void screenPushed(IScreen lastScreen, IScreen newScreen)
|
|
{
|
|
ScreenChanged(lastScreen, newScreen);
|
|
Logger.Log($"Screen changed → {newScreen}");
|
|
}
|
|
|
|
private void screenExited(IScreen lastScreen, IScreen newScreen)
|
|
{
|
|
ScreenChanged(lastScreen, newScreen);
|
|
Logger.Log($"Screen changed ← {newScreen}");
|
|
|
|
if (newScreen == null)
|
|
Exit();
|
|
}
|
|
}
|
|
}
|