mirror of https://github.com/ppy/osu
466 lines
16 KiB
C#
466 lines
16 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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#nullable disable
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using System;
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using System.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.IO;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Overlays.SkinEditor;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Playlists;
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using osu.Game.Screens.Select;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Menu
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{
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public partial class MainMenu : OsuScreen, IHandlePresentBeatmap, IKeyBindingHandler<GlobalAction>
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{
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public const float FADE_IN_DURATION = 300;
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public const float FADE_OUT_DURATION = 400;
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public override bool HideOverlaysOnEnter => Buttons == null || Buttons.State == ButtonSystemState.Initial;
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public override bool AllowBackButton => false;
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public override bool AllowExternalScreenChange => true;
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public override bool? AllowGlobalTrackControl => true;
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private Screen songSelect;
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private MenuSideFlashes sideFlashes;
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protected ButtonSystem Buttons;
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[Resolved]
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private GameHost host { get; set; }
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[Resolved]
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private INotificationOverlay notifications { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private Storage storage { get; set; }
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[Resolved(canBeNull: true)]
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private LoginOverlay login { get; set; }
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[Resolved(canBeNull: true)]
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private IDialogOverlay dialogOverlay { get; set; }
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[Resolved(canBeNull: true)]
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private VersionManager versionManager { get; set; }
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenDefault();
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protected override bool PlayExitSound => false;
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private Bindable<double> holdDelay;
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private Bindable<bool> loginDisplayed;
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private HoldToExitGameOverlay holdToExitGameOverlay;
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private bool exitConfirmedViaDialog;
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private bool exitConfirmedViaHoldOrClick;
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private ParallaxContainer buttonsContainer;
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private SongTicker songTicker;
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private Container logoTarget;
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private SystemTitle systemTitle;
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private MenuTip menuTip;
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private FillFlowContainer bottomElementsFlow;
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private SupporterDisplay supporterDisplay;
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private Sample reappearSampleSwoosh;
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[Resolved(canBeNull: true)]
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private SkinEditorOverlay skinEditor { get; set; }
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[BackgroundDependencyLoader(true)]
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private void load(BeatmapListingOverlay beatmapListing, SettingsOverlay settings, OsuConfigManager config, SessionStatics statics, AudioManager audio)
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{
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holdDelay = config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
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loginDisplayed = statics.GetBindable<bool>(Static.LoginOverlayDisplayed);
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if (host.CanExit)
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{
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AddInternal(holdToExitGameOverlay = new HoldToExitGameOverlay
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{
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Action = () =>
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{
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exitConfirmedViaHoldOrClick = holdDelay.Value > 0;
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this.Exit();
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}
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});
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}
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AddRangeInternal(new[]
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{
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buttonsContainer = new ParallaxContainer
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{
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ParallaxAmount = 0.01f,
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Children = new Drawable[]
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{
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Buttons = new ButtonSystem
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{
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OnEditBeatmap = () =>
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{
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Beatmap.SetDefault();
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this.Push(new EditorLoader());
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},
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OnEditSkin = () =>
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{
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skinEditor?.Show();
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},
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OnSolo = loadSoloSongSelect,
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OnMultiplayer = () => this.Push(new Multiplayer()),
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OnPlaylists = () => this.Push(new Playlists()),
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OnExit = () =>
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{
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exitConfirmedViaHoldOrClick = true;
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this.Exit();
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}
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}
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}
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},
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logoTarget = new Container { RelativeSizeAxes = Axes.Both, },
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sideFlashes = new MenuSideFlashes(),
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songTicker = new SongTicker
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding { Right = 15, Top = 5 }
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},
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new KiaiMenuFountains(),
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bottomElementsFlow = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Spacing = new Vector2(5),
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Children = new Drawable[]
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{
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menuTip = new MenuTip
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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},
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systemTitle = new SystemTitle
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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}
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}
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},
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supporterDisplay = new SupporterDisplay
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{
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Margin = new MarginPadding(5),
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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},
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holdToExitGameOverlay?.CreateProxy() ?? Empty()
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});
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Buttons.StateChanged += state =>
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{
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switch (state)
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{
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case ButtonSystemState.Initial:
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case ButtonSystemState.Exit:
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ApplyToBackground(b => b.FadeColour(Color4.White, 500, Easing.OutSine));
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systemTitle.State.Value = Visibility.Hidden;
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break;
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default:
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ApplyToBackground(b => b.FadeColour(OsuColour.Gray(0.8f), 500, Easing.OutSine));
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systemTitle.State.Value = Visibility.Visible;
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break;
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}
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};
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Buttons.OnSettings = () => settings?.ToggleVisibility();
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Buttons.OnBeatmapListing = () => beatmapListing?.ToggleVisibility();
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reappearSampleSwoosh = audio.Samples.Get(@"Menu/reappear-swoosh");
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preloadSongSelect();
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}
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public void ReturnToOsuLogo() => Buttons.State = ButtonSystemState.Initial;
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private void preloadSongSelect()
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{
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if (songSelect == null)
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LoadComponentAsync(songSelect = new PlaySongSelect());
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}
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private void loadSoloSongSelect() => this.Push(consumeSongSelect());
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private Screen consumeSongSelect()
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{
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var s = songSelect;
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songSelect = null;
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return s;
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}
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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Buttons.FadeInFromZero(500);
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if (e.Last is IntroScreen && musicController.TrackLoaded)
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{
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var track = musicController.CurrentTrack;
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// presume the track is the current beatmap's track. not sure how correct this assumption is but it has worked until now.
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if (!track.IsRunning)
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{
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Beatmap.Value.PrepareTrackForPreview(false);
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track.Restart();
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}
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}
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if (storage is OsuStorage osuStorage && osuStorage.Error != OsuStorageError.None)
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dialogOverlay?.Push(new StorageErrorDialog(osuStorage, osuStorage.Error));
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}
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[CanBeNull]
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private Drawable proxiedLogo;
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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Buttons.SetOsuLogo(logo);
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logo.FadeColour(Color4.White, 100, Easing.OutQuint);
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logo.FadeIn(100, Easing.OutQuint);
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proxiedLogo = logo.ProxyToContainer(logoTarget);
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if (resuming)
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{
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Buttons.State = ButtonSystemState.TopLevel;
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this.FadeIn(FADE_IN_DURATION, Easing.OutQuint);
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buttonsContainer.MoveTo(new Vector2(0, 0), FADE_IN_DURATION, Easing.OutQuint);
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sideFlashes.Delay(FADE_IN_DURATION).FadeIn(64, Easing.InQuint);
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}
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else if (!api.IsLoggedIn || api.State.Value == APIState.RequiresSecondFactorAuth)
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{
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// copy out old action to avoid accidentally capturing logo.Action in closure, causing a self-reference loop.
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var previousAction = logo.Action;
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// we want to hook into logo.Action to display the login overlay, but also preserve the return value of the old action.
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// therefore pass the old action to displayLogin, so that it can return that value.
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// this ensures that the OsuLogo sample does not play when it is not desired.
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logo.Action = () => displayLogin(previousAction);
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}
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bool displayLogin(Func<bool> originalAction)
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{
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if (!loginDisplayed.Value)
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{
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Scheduler.AddDelayed(() => login?.Show(), 500);
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loginDisplayed.Value = true;
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}
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return originalAction.Invoke();
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}
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}
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protected override void Update()
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{
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base.Update();
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bottomElementsFlow.Margin = new MarginPadding
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{
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Bottom = (versionManager?.DrawHeight + 5) ?? 0
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};
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}
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protected override void LogoSuspending(OsuLogo logo)
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{
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var seq = logo.FadeOut(300, Easing.InSine)
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.ScaleTo(0.2f, 300, Easing.InSine);
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if (proxiedLogo != null)
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{
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logo.ReturnProxy();
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proxiedLogo = null;
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}
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seq.OnComplete(_ => Buttons.SetOsuLogo(null));
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seq.OnAbort(_ => Buttons.SetOsuLogo(null));
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}
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protected override void LogoExiting(OsuLogo logo)
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{
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base.LogoExiting(logo);
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if (proxiedLogo != null)
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{
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logo.ReturnProxy();
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proxiedLogo = null;
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}
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}
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public override void OnSuspending(ScreenTransitionEvent e)
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{
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base.OnSuspending(e);
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Buttons.State = ButtonSystemState.EnteringMode;
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this.FadeOut(FADE_OUT_DURATION, Easing.InSine);
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buttonsContainer.MoveTo(new Vector2(-800, 0), FADE_OUT_DURATION, Easing.InSine);
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sideFlashes.FadeOut(64, Easing.OutQuint);
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bottomElementsFlow
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.ScaleTo(0.9f, 1000, Easing.OutQuint)
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.FadeOut(500, Easing.OutQuint);
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supporterDisplay
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.FadeOut(500, Easing.OutQuint);
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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base.OnResuming(e);
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// Ensures any playing `ButtonSystem` samples are stopped when returning to MainMenu (as to not overlap with the 'back' sample)
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Buttons.StopSamplePlayback();
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reappearSampleSwoosh?.Play();
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ApplyToBackground(b => (b as BackgroundScreenDefault)?.Next());
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// we may have consumed our preloaded instance, so let's make another.
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preloadSongSelect();
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musicController.EnsurePlayingSomething();
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// Cycle tip on resuming
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menuTip.ShowNextTip();
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bottomElementsFlow
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.ScaleTo(1, 1000, Easing.OutQuint)
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.FadeIn(1000, Easing.OutQuint);
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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bool requiresConfirmation =
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// we need to have a dialog overlay to confirm in the first place.
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dialogOverlay != null
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// if the dialog has already displayed and been accepted by the user, we are good.
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&& !exitConfirmedViaDialog
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// Only require confirmation if there is either an ongoing operation or the user exited via a non-hold escape press.
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&& (notifications.HasOngoingOperations || !exitConfirmedViaHoldOrClick);
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if (requiresConfirmation)
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{
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if (dialogOverlay.CurrentDialog is ConfirmExitDialog exitDialog)
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{
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if (exitDialog.Buttons.OfType<PopupDialogOkButton>().FirstOrDefault() != null)
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exitDialog.PerformOkAction();
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else
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exitDialog.Flash();
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}
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else
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{
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dialogOverlay.Push(new ConfirmExitDialog(() =>
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{
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exitConfirmedViaDialog = true;
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this.Exit();
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}, () =>
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{
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holdToExitGameOverlay.Abort();
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}));
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}
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return true;
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}
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Buttons.State = ButtonSystemState.Exit;
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OverlayActivationMode.Value = OverlayActivation.Disabled;
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songTicker.Hide();
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this.FadeOut(3000);
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bottomElementsFlow
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.FadeOut(500, Easing.OutQuint);
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supporterDisplay
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.FadeOut(500, Easing.OutQuint);
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return base.OnExiting(e);
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}
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public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset)
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{
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Logger.Log($"{nameof(MainMenu)} completing {nameof(PresentBeatmap)} with beatmap {beatmap} ruleset {ruleset}");
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Beatmap.Value = beatmap;
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Ruleset.Value = ruleset;
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Schedule(loadSoloSongSelect);
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Back:
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// In the case of a host being able to exit, the back action is handled by ExitConfirmOverlay.
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Debug.Assert(!host.CanExit);
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return host.SuspendToBackground();
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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}
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}
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