mirror of https://github.com/ppy/osu
476 lines
15 KiB
C#
476 lines
15 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.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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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.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.Graphics.Sprites;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Input;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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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;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Users;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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public class PlayerLoader : ScreenWithBeatmapBackground
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{
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protected const float BACKGROUND_BLUR = 15;
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public override bool HideOverlaysOnEnter => hideOverlays;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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// Here because IsHovered will not update unless we do so.
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public override bool HandlePositionalInput => true;
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// We show the previous screen status
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protected override UserActivity InitialActivity => null;
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protected override bool PlayResumeSound => false;
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protected BeatmapMetadataDisplay MetadataInfo;
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protected VisualSettings VisualSettings;
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protected Task LoadTask { get; private set; }
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protected Task DisposalTask { get; private set; }
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private bool backgroundBrightnessReduction;
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private readonly BindableDouble volumeAdjustment = new BindableDouble(1);
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protected bool BackgroundBrightnessReduction
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{
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set
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{
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if (value == backgroundBrightnessReduction)
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return;
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backgroundBrightnessReduction = value;
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ApplyToBackground(b => b.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200));
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}
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}
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private bool readyForPush =>
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!playerConsumed
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// don't push unless the player is completely loaded
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&& player?.LoadState == LoadState.Ready
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// don't push if the user is hovering one of the panes, unless they are idle.
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&& (IsHovered || idleTracker.IsIdle.Value)
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// don't push if the user is dragging a slider or otherwise.
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&& inputManager?.DraggedDrawable == null
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// don't push if a focused overlay is visible, like settings.
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&& inputManager?.FocusedDrawable == null;
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private readonly Func<Player> createPlayer;
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private Player player;
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/// <summary>
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/// Whether the curent player instance has been consumed via <see cref="consumePlayer"/>.
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/// </summary>
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private bool playerConsumed;
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private LogoTrackingContainer content;
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private bool hideOverlays;
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private InputManager inputManager;
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private IdleTracker idleTracker;
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private ScheduledDelegate scheduledPushPlayer;
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[CanBeNull]
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private EpilepsyWarning epilepsyWarning;
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[Resolved(CanBeNull = true)]
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private NotificationOverlay notificationOverlay { get; set; }
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[Resolved(CanBeNull = true)]
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private VolumeOverlay volumeOverlay { get; set; }
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[Resolved]
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private AudioManager audioManager { get; set; }
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public PlayerLoader(Func<Player> createPlayer)
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{
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this.createPlayer = createPlayer;
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}
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[BackgroundDependencyLoader]
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private void load(SessionStatics sessionStatics)
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{
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muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
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InternalChild = (content = new LogoTrackingContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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}).WithChildren(new Drawable[]
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{
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MetadataInfo = new BeatmapMetadataDisplay(Beatmap.Value, Mods, content.LogoFacade)
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{
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Alpha = 0,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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new FillFlowContainer<PlayerSettingsGroup>
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 20),
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Margin = new MarginPadding(25),
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Children = new PlayerSettingsGroup[]
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{
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VisualSettings = new VisualSettings(),
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new InputSettings()
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}
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},
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idleTracker = new IdleTracker(750)
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});
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if (Beatmap.Value.BeatmapInfo.EpilepsyWarning)
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{
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AddInternal(epilepsyWarning = new EpilepsyWarning
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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}
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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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inputManager = GetContainingInputManager();
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}
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#region Screen handling
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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ApplyToBackground(b =>
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{
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if (epilepsyWarning != null)
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epilepsyWarning.DimmableBackground = b;
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b?.FadeColour(Color4.White, 800, Easing.OutQuint);
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});
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Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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content.ScaleTo(0.7f);
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contentIn();
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MetadataInfo.Delay(750).FadeIn(500);
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// after an initial delay, start the debounced load check.
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// this will continue to execute even after resuming back on restart.
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Scheduler.Add(new ScheduledDelegate(pushWhenLoaded, Clock.CurrentTime + 1800, 0));
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showMuteWarningIfNeeded();
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}
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public override void OnResuming(IScreen last)
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{
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base.OnResuming(last);
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// prepare for a retry.
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player = null;
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playerConsumed = false;
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cancelLoad();
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contentIn();
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}
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public override void OnSuspending(IScreen next)
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{
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base.OnSuspending(next);
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BackgroundBrightnessReduction = false;
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// we're moving to player, so a period of silence is upcoming.
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// stop the track before removing adjustment to avoid a volume spike.
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Beatmap.Value.Track.Stop();
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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}
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public override bool OnExiting(IScreen next)
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{
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cancelLoad();
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content.ScaleTo(0.7f, 150, Easing.InQuint);
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this.FadeOut(150);
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ApplyToBackground(b => b.EnableUserDim.Value = false);
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BackgroundBrightnessReduction = false;
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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return base.OnExiting(next);
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}
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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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const double duration = 300;
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if (!resuming) logo.MoveTo(new Vector2(0.5f), duration, Easing.In);
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logo.ScaleTo(new Vector2(0.15f), duration, Easing.In);
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logo.FadeIn(350);
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Scheduler.AddDelayed(() =>
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{
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if (this.IsCurrentScreen())
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content.StartTracking(logo, resuming ? 0 : 500, Easing.InOutExpo);
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}, resuming ? 0 : 500);
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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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content.StopTracking();
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}
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#endregion
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protected override void Update()
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{
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base.Update();
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if (!this.IsCurrentScreen())
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return;
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// We need to perform this check here rather than in OnHover as any number of children of VisualSettings
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// may also be handling the hover events.
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if (inputManager.HoveredDrawables.Contains(VisualSettings))
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{
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// Preview user-defined background dim and blur when hovered on the visual settings panel.
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ApplyToBackground(b =>
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{
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b.EnableUserDim.Value = true;
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b.BlurAmount.Value = 0;
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});
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BackgroundBrightnessReduction = false;
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}
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else
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{
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ApplyToBackground(b =>
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{
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// Returns background dim and blur to the values specified by PlayerLoader.
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b.EnableUserDim.Value = false;
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b.BlurAmount.Value = BACKGROUND_BLUR;
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});
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BackgroundBrightnessReduction = true;
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}
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}
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private Player consumePlayer()
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{
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Debug.Assert(!playerConsumed);
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playerConsumed = true;
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return player;
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}
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private void prepareNewPlayer()
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{
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if (!this.IsCurrentScreen())
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return;
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var restartCount = player?.RestartCount + 1 ?? 0;
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player = createPlayer();
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player.RestartCount = restartCount;
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player.RestartRequested = restartRequested;
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LoadTask = LoadComponentAsync(player, _ => MetadataInfo.Loading = false);
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}
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private void restartRequested()
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{
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hideOverlays = true;
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ValidForResume = true;
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}
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private void contentIn()
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{
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MetadataInfo.Loading = true;
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content.FadeInFromZero(400);
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content.ScaleTo(1, 650, Easing.OutQuint).Then().Schedule(prepareNewPlayer);
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}
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private void contentOut()
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{
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// Ensure the logo is no longer tracking before we scale the content
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content.StopTracking();
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content.ScaleTo(0.7f, 300, Easing.InQuint);
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content.FadeOut(250);
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}
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private void pushWhenLoaded()
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{
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if (!this.IsCurrentScreen()) return;
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if (!readyForPush)
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{
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// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
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// if we become unready for push during the delay.
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cancelLoad();
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return;
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}
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// if a push has already been scheduled, no further action is required.
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// this value is reset via cancelLoad() to allow a second usage of the same PlayerLoader screen.
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if (scheduledPushPlayer != null)
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return;
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scheduledPushPlayer = Scheduler.AddDelayed(() =>
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{
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// ensure that once we have reached this "point of no return", readyForPush will be false for all future checks (until a new player instance is prepared).
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var consumedPlayer = consumePlayer();
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contentOut();
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TransformSequence<PlayerLoader> pushSequence = this.Delay(250);
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// only show if the warning was created (i.e. the beatmap needs it)
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// and this is not a restart of the map (the warning expires after first load).
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if (epilepsyWarning?.IsAlive == true)
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{
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const double epilepsy_display_length = 3000;
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pushSequence
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.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
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.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
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.Delay(epilepsy_display_length)
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.Schedule(() =>
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{
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epilepsyWarning.Hide();
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epilepsyWarning.Expire();
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})
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.Delay(EpilepsyWarning.FADE_DURATION);
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}
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pushSequence.Schedule(() =>
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{
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if (!this.IsCurrentScreen()) return;
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LoadTask = null;
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// By default, we want to load the player and never be returned to.
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// Note that this may change if the player we load requested a re-run.
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ValidForResume = false;
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if (consumedPlayer.LoadedBeatmapSuccessfully)
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this.Push(consumedPlayer);
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else
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this.Exit();
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});
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}, 500);
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}
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private void cancelLoad()
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{
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scheduledPushPlayer?.Cancel();
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scheduledPushPlayer = null;
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}
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#region Disposal
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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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if (isDisposing)
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{
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// if the player never got pushed, we should explicitly dispose it.
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DisposalTask = LoadTask?.ContinueWith(_ => player?.Dispose());
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}
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}
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#endregion
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#region Mute warning
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private Bindable<bool> muteWarningShownOnce;
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private void showMuteWarningIfNeeded()
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{
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if (!muteWarningShownOnce.Value)
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{
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// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
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if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= audioManager.Volume.MinValue || audioManager.VolumeTrack.Value <= audioManager.VolumeTrack.MinValue)
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{
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notificationOverlay?.Post(new MutedNotification());
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muteWarningShownOnce.Value = true;
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}
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}
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}
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private class MutedNotification : SimpleNotification
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{
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public override bool IsImportant => true;
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public MutedNotification()
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{
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Text = "Your music volume is set to 0%! Click here to restore it.";
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, AudioManager audioManager, NotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay)
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{
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Icon = FontAwesome.Solid.VolumeMute;
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IconBackgound.Colour = colours.RedDark;
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Activated = delegate
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{
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notificationOverlay.Hide();
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volumeOverlay.IsMuted.Value = false;
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audioManager.Volume.SetDefault();
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audioManager.VolumeTrack.SetDefault();
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return true;
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};
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}
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}
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#endregion
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}
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}
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