mirror of
https://github.com/ppy/osu
synced 2024-12-15 03:16:17 +00:00
804 lines
30 KiB
C#
804 lines
30 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 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.Framework.Allocation;
|
|
using osu.Game.Overlays.Toolbar;
|
|
using osu.Game.Screens;
|
|
using osu.Game.Screens.Menu;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Graphics.Sprites;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Platform;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.Input;
|
|
using osu.Game.Overlays.Notifications;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Online.Chat;
|
|
using osu.Game.Skinning;
|
|
using osuTK.Graphics;
|
|
using osu.Game.Overlays.Volume;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens.Select;
|
|
using osu.Game.Utils;
|
|
using LogLevel = osu.Framework.Logging.LogLevel;
|
|
|
|
namespace osu.Game
|
|
{
|
|
/// <summary>
|
|
/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
|
|
/// for initial components that are generally retrieved via DI.
|
|
/// </summary>
|
|
public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
public Toolbar Toolbar;
|
|
|
|
private ChatOverlay chatOverlay;
|
|
|
|
private ChannelManager channelManager;
|
|
|
|
private NotificationOverlay notifications;
|
|
|
|
private DirectOverlay direct;
|
|
|
|
private SocialOverlay social;
|
|
|
|
private UserProfileOverlay userProfile;
|
|
|
|
private BeatmapSetOverlay beatmapSetOverlay;
|
|
|
|
[Cached]
|
|
private readonly ScreenshotManager screenshotManager = new ScreenshotManager();
|
|
|
|
protected RavenLogger RavenLogger;
|
|
|
|
public virtual Storage GetStorageForStableInstall() => null;
|
|
|
|
public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
|
|
|
|
private IdleTracker idleTracker;
|
|
|
|
public readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
|
|
|
|
private OsuScreenStack screenStack;
|
|
private VolumeOverlay volume;
|
|
private OsuLogo osuLogo;
|
|
|
|
private MainMenu menuScreen;
|
|
private Intro introScreen;
|
|
|
|
private Bindable<int> configRuleset;
|
|
|
|
private Bindable<int> configSkin;
|
|
|
|
private readonly string[] args;
|
|
|
|
private SettingsPanel settings;
|
|
|
|
private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
|
|
|
|
private readonly List<OverlayContainer> toolbarElements = new List<OverlayContainer>();
|
|
|
|
private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
|
|
|
|
public OsuGame(string[] args = null)
|
|
{
|
|
this.args = args;
|
|
|
|
forwardLoggedErrorsToNotifications();
|
|
|
|
RavenLogger = new RavenLogger(this);
|
|
}
|
|
|
|
private void updateBlockingOverlayFade() =>
|
|
screenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
|
|
|
|
public void AddBlockingOverlay(OverlayContainer overlay)
|
|
{
|
|
if (!visibleBlockingOverlays.Contains(overlay))
|
|
visibleBlockingOverlays.Add(overlay);
|
|
updateBlockingOverlayFade();
|
|
}
|
|
|
|
public void RemoveBlockingOverlay(OverlayContainer overlay)
|
|
{
|
|
visibleBlockingOverlays.Remove(overlay);
|
|
updateBlockingOverlayFade();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Close all game-wide overlays.
|
|
/// </summary>
|
|
/// <param name="hideToolbarElements">Whether the toolbar (and accompanying controls) should also be hidden.</param>
|
|
public void CloseAllOverlays(bool hideToolbarElements = true)
|
|
{
|
|
foreach (var overlay in overlays)
|
|
overlay.Hide();
|
|
|
|
if (hideToolbarElements)
|
|
{
|
|
foreach (var overlay in toolbarElements)
|
|
overlay.Hide();
|
|
}
|
|
}
|
|
|
|
private DependencyContainer dependencies;
|
|
|
|
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
|
|
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(FrameworkConfigManager frameworkConfig)
|
|
{
|
|
this.frameworkConfig = frameworkConfig;
|
|
|
|
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(@"-")).ToArray();
|
|
if (paths.Length > 0)
|
|
Task.Run(() => Import(paths));
|
|
}
|
|
|
|
dependencies.CacheAs(this);
|
|
|
|
dependencies.Cache(RavenLogger);
|
|
|
|
dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 });
|
|
|
|
// bind config int to database RulesetInfo
|
|
configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
|
|
Ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
|
|
Ruleset.ValueChanged += r => configRuleset.Value = r.NewValue.ID ?? 0;
|
|
|
|
// bind config int to database SkinInfo
|
|
configSkin = LocalConfig.GetBindable<int>(OsuSetting.Skin);
|
|
SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID;
|
|
configSkin.ValueChanged += skinId => SkinManager.CurrentSkinInfo.Value = SkinManager.Query(s => s.ID == skinId.NewValue) ?? SkinInfo.Default;
|
|
configSkin.TriggerChange();
|
|
|
|
LocalConfig.BindWith(OsuSetting.VolumeInactive, userInactiveVolume);
|
|
|
|
IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
|
|
}
|
|
|
|
private ExternalLinkOpener externalLinkOpener;
|
|
|
|
public void OpenUrlExternally(string url)
|
|
{
|
|
if (url.StartsWith("/"))
|
|
url = $"{API.Endpoint}{url}";
|
|
|
|
externalLinkOpener.OpenUrlExternally(url);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Show a beatmap set as an overlay.
|
|
/// </summary>
|
|
/// <param name="setId">The set to display.</param>
|
|
public void ShowBeatmapSet(int setId) => beatmapSetOverlay.FetchAndShowBeatmapSet(setId);
|
|
|
|
/// <summary>
|
|
/// Show a user's profile as an overlay.
|
|
/// </summary>
|
|
/// <param name="userId">The user to display.</param>
|
|
public void ShowUser(long userId) => userProfile.ShowUser(userId);
|
|
|
|
/// <summary>
|
|
/// Show a beatmap's set as an overlay, displaying the given beatmap.
|
|
/// </summary>
|
|
/// <param name="beatmapId">The beatmap to show.</param>
|
|
public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
|
|
|
|
/// <summary>
|
|
/// Present a beatmap at song select immediately.
|
|
/// The user should have already requested this interactively.
|
|
/// </summary>
|
|
/// <param name="beatmap">The beatmap to select.</param>
|
|
public void PresentBeatmap(BeatmapSetInfo beatmap)
|
|
{
|
|
var databasedSet = beatmap.OnlineBeatmapSetID != null
|
|
? BeatmapManager.QueryBeatmapSet(s => s.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID)
|
|
: BeatmapManager.QueryBeatmapSet(s => s.Hash == beatmap.Hash);
|
|
|
|
if (databasedSet == null)
|
|
{
|
|
Logger.Log("The requested beatmap could not be loaded.", LoggingTarget.Information);
|
|
return;
|
|
}
|
|
|
|
performFromMainMenu(() =>
|
|
{
|
|
// we might already be at song select, so a check is required before performing the load to solo.
|
|
if (menuScreen.IsCurrentScreen())
|
|
menuScreen.LoadToSolo();
|
|
|
|
// we might even already be at the song
|
|
if (Beatmap.Value.BeatmapSetInfo.Hash == databasedSet.Hash)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Use first beatmap available for current ruleset, else switch ruleset.
|
|
var first = databasedSet.Beatmaps.Find(b => b.Ruleset == Ruleset.Value) ?? databasedSet.Beatmaps.First();
|
|
|
|
Ruleset.Value = first.Ruleset;
|
|
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first);
|
|
}, $"load {beatmap}", bypassScreenAllowChecks: true, targetScreen: typeof(PlaySongSelect));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Present a score's replay immediately.
|
|
/// The user should have already requested this interactively.
|
|
/// </summary>
|
|
public void PresentScore(ScoreInfo score)
|
|
{
|
|
var databasedScore = ScoreManager.GetScore(score);
|
|
var databasedScoreInfo = databasedScore.ScoreInfo;
|
|
|
|
if (databasedScore.Replay == null)
|
|
{
|
|
Logger.Log("The loaded score has no replay data.", LoggingTarget.Information);
|
|
return;
|
|
}
|
|
|
|
var databasedBeatmap = BeatmapManager.QueryBeatmap(b => b.ID == databasedScoreInfo.Beatmap.ID);
|
|
|
|
if (databasedBeatmap == null)
|
|
{
|
|
Logger.Log("Tried to load a score for a beatmap we don't have!", LoggingTarget.Information);
|
|
return;
|
|
}
|
|
|
|
performFromMainMenu(() =>
|
|
{
|
|
Ruleset.Value = databasedScoreInfo.Ruleset;
|
|
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap);
|
|
Mods.Value = databasedScoreInfo.Mods;
|
|
|
|
menuScreen.Push(new PlayerLoader(() => new ReplayPlayer(databasedScore)));
|
|
}, $"watch {databasedScoreInfo}", bypassScreenAllowChecks: true);
|
|
}
|
|
|
|
private ScheduledDelegate performFromMainMenuTask;
|
|
|
|
/// <summary>
|
|
/// Perform an action only after returning to the main menu.
|
|
/// Eagerly tries to exit the current screen until it succeeds.
|
|
/// </summary>
|
|
/// <param name="action">The action to perform once we are in the correct state.</param>
|
|
/// <param name="taskName">The task name to display in a notification (if we can't immediately reach the main menu state).</param>
|
|
/// <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>
|
|
/// <param name="bypassScreenAllowChecks">Whether checking <see cref="IOsuScreen.AllowExternalScreenChange"/> should be bypassed.</param>
|
|
private void performFromMainMenu(Action action, string taskName, Type targetScreen = null, bool bypassScreenAllowChecks = false)
|
|
{
|
|
performFromMainMenuTask?.Cancel();
|
|
|
|
// if the current screen does not allow screen changing, give the user an option to try again later.
|
|
if (!bypassScreenAllowChecks && (screenStack.CurrentScreen as IOsuScreen)?.AllowExternalScreenChange == false)
|
|
{
|
|
notifications.Post(new SimpleNotification
|
|
{
|
|
Text = $"Click here to {taskName}",
|
|
Activated = () =>
|
|
{
|
|
performFromMainMenu(action, taskName, targetScreen, true);
|
|
return true;
|
|
}
|
|
});
|
|
|
|
return;
|
|
}
|
|
|
|
CloseAllOverlays(false);
|
|
|
|
// we may already be at the target screen type.
|
|
if (targetScreen != null && screenStack.CurrentScreen?.GetType() == targetScreen)
|
|
{
|
|
action();
|
|
return;
|
|
}
|
|
|
|
// all conditions have been met to continue with the action.
|
|
if (menuScreen?.IsCurrentScreen() == true && !Beatmap.Disabled)
|
|
{
|
|
action();
|
|
return;
|
|
}
|
|
|
|
// menuScreen may not be initialised yet (null check required).
|
|
menuScreen?.MakeCurrent();
|
|
|
|
performFromMainMenuTask = Schedule(() => performFromMainMenu(action, taskName));
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
RavenLogger.Dispose();
|
|
}
|
|
|
|
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
|
|
MenuCursorContainer.CanShowCursor = menuScreen?.CursorVisible ?? false;
|
|
|
|
// todo: all archive managers should be able to be looped here.
|
|
SkinManager.PostNotification = n => notifications?.Post(n);
|
|
SkinManager.GetStableStorage = GetStorageForStableInstall;
|
|
|
|
BeatmapManager.PostNotification = n => notifications?.Post(n);
|
|
BeatmapManager.GetStableStorage = GetStorageForStableInstall;
|
|
BeatmapManager.PresentImport = items => PresentBeatmap(items.First());
|
|
|
|
ScoreManager.PostNotification = n => notifications?.Post(n);
|
|
ScoreManager.GetStableStorage = GetStorageForStableInstall;
|
|
ScoreManager.PresentImport = items => PresentScore(items.First());
|
|
|
|
Container logoContainer;
|
|
|
|
dependencies.CacheAs(idleTracker = new GameIdleTracker(6000));
|
|
|
|
AddRange(new Drawable[]
|
|
{
|
|
new VolumeControlReceptor
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
ActionRequested = action => volume.Adjust(action),
|
|
ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
|
|
},
|
|
screenContainer = new ScalingContainer(ScalingMode.ExcludeOverlays)
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
screenStack = new OsuScreenStack { RelativeSizeAxes = Axes.Both },
|
|
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(new Loader
|
|
{
|
|
RelativeSizeAxes = Axes.Both
|
|
});
|
|
});
|
|
|
|
loadComponentSingleFile(Toolbar = new Toolbar
|
|
{
|
|
OnHome = delegate
|
|
{
|
|
CloseAllOverlays(false);
|
|
menuScreen?.MakeCurrent();
|
|
},
|
|
}, d =>
|
|
{
|
|
topMostOverlayContent.Add(d);
|
|
toolbarElements.Add(d);
|
|
});
|
|
|
|
loadComponentSingleFile(volume = new VolumeOverlay(), leftFloatingOverlayContent.Add);
|
|
loadComponentSingleFile(new OnScreenDisplay(), 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 MusicController
|
|
{
|
|
GetToolbarHeight = () => ToolbarOffset,
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
}, d =>
|
|
{
|
|
rightFloatingOverlayContent.Add(d);
|
|
toolbarElements.Add(d);
|
|
}, 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());
|
|
|
|
var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications };
|
|
overlays.AddRange(singleDisplaySideOverlays);
|
|
|
|
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 };
|
|
overlays.AddRange(informationalOverlays);
|
|
|
|
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 };
|
|
overlays.AddRange(singleDisplayOverlays);
|
|
|
|
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 = 5000;
|
|
|
|
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);
|
|
|
|
// 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 userInactiveVolume = new BindableDouble();
|
|
|
|
private readonly BindableDouble inactiveVolumeFade = new BindableDouble();
|
|
|
|
private void updateActiveState(bool isActive)
|
|
{
|
|
if (isActive)
|
|
{
|
|
this.TransformBindableTo(inactiveVolumeFade, 1, 500, Easing.OutQuint)
|
|
.Finally(_ => Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeFade)); //wait for the transition to finish to remove the inactive audio adjustment
|
|
}
|
|
else
|
|
{
|
|
Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
|
|
this.TransformBindableTo(inactiveVolumeFade, userInactiveVolume.Value, 1500, Easing.OutSine);
|
|
}
|
|
}
|
|
|
|
#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;
|
|
|
|
protected override bool OnExiting()
|
|
{
|
|
if (screenStack.CurrentScreen is Loader)
|
|
return false;
|
|
|
|
if (introScreen == null)
|
|
return true;
|
|
|
|
if (!introScreen.DidLoadMenu || !(screenStack.CurrentScreen is Intro))
|
|
{
|
|
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 Intro 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();
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|