osu/osu.Game/Screens/Menu/MainMenu.cs

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