mirror of https://github.com/ppy/osu
1258 lines
50 KiB
C#
1258 lines
50 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Humanizer;
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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.Configuration;
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using osu.Framework.Extensions.IEnumerableExtensions;
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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.Input;
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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.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Collections;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input;
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using osu.Game.Input.Bindings;
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using osu.Game.IO;
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using osu.Game.Localisation;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Chat;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Music;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Overlays.Volume;
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using osu.Game.Performance;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select;
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using osu.Game.Skinning;
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using osu.Game.Skinning.Editor;
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using osu.Game.Updater;
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using osu.Game.Users;
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using osu.Game.Utils;
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using osuTK.Graphics;
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namespace osu.Game
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{
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/// <summary>
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/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
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/// for initial components that are generally retrieved via DI.
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/// </summary>
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public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>, ILocalUserPlayInfo, IPerformFromScreenRunner, IOverlayManager
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{
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/// <summary>
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/// The amount of global offset to apply when a left/right anchored overlay is displayed (ie. settings or notifications).
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/// </summary>
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protected const float SIDE_OVERLAY_OFFSET_RATIO = 0.05f;
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public Toolbar Toolbar;
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private ChatOverlay chatOverlay;
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private ChannelManager channelManager;
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[NotNull]
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protected readonly NotificationOverlay Notifications = new NotificationOverlay();
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private BeatmapListingOverlay beatmapListing;
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private DashboardOverlay dashboard;
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private NewsOverlay news;
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private UserProfileOverlay userProfile;
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private BeatmapSetOverlay beatmapSetOverlay;
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private WikiOverlay wikiOverlay;
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private ChangelogOverlay changelogOverlay;
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private SkinEditorOverlay skinEditor;
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private Container overlayContent;
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private Container rightFloatingOverlayContent;
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private Container leftFloatingOverlayContent;
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private Container topMostOverlayContent;
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protected ScalingContainer ScreenContainer { get; private set; }
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protected Container ScreenOffsetContainer { get; private set; }
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private Container overlayOffsetContainer;
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[Resolved]
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private FrameworkConfigManager frameworkConfig { get; set; }
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[Cached]
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private readonly DifficultyRecommender difficultyRecommender = new DifficultyRecommender();
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[Cached]
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private readonly LegacyImportManager legacyImportManager = new LegacyImportManager();
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[Cached]
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private readonly ScreenshotManager screenshotManager = new ScreenshotManager();
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protected SentryLogger SentryLogger;
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public virtual StableStorage GetStorageForStableInstall() => null;
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private float toolbarOffset => (Toolbar?.Position.Y ?? 0) + (Toolbar?.DrawHeight ?? 0);
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private IdleTracker idleTracker;
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/// <summary>
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/// Whether overlays should be able to be opened game-wide. Value is sourced from the current active screen.
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/// </summary>
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public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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/// <summary>
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/// Whether the local user is currently interacting with the game in a way that should not be interrupted.
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/// </summary>
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/// <remarks>
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/// This is exclusively managed by <see cref="Player"/>. If other components are mutating this state, a more
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/// resilient method should be used to ensure correct state.
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/// </remarks>
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public Bindable<bool> LocalUserPlaying = new BindableBool();
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protected OsuScreenStack ScreenStack;
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protected BackButton BackButton;
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protected SettingsOverlay Settings;
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private FirstRunSetupOverlay firstRunOverlay;
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private VolumeOverlay volume;
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private OsuLogo osuLogo;
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private MainMenu menuScreen;
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private VersionManager versionManager;
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[CanBeNull]
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private IntroScreen introScreen;
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private Bindable<string> configRuleset;
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private Bindable<float> uiScale;
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private Bindable<string> configSkin;
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private readonly string[] args;
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private readonly List<OsuFocusedOverlayContainer> focusedOverlays = new List<OsuFocusedOverlayContainer>();
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private readonly List<OverlayContainer> externalOverlays = new List<OverlayContainer>();
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private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
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public OsuGame(string[] args = null)
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{
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this.args = args;
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forwardLoggedErrorsToNotifications();
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SentryLogger = new SentryLogger(this);
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}
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#region IOverlayManager
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IBindable<OverlayActivation> IOverlayManager.OverlayActivationMode => OverlayActivationMode;
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private void updateBlockingOverlayFade() =>
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ScreenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
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IDisposable IOverlayManager.RegisterBlockingOverlay(OverlayContainer overlayContainer)
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{
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if (overlayContainer.Parent != null)
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throw new ArgumentException($@"Overlays registered via {nameof(IOverlayManager.RegisterBlockingOverlay)} should not be added to the scene graph.");
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if (externalOverlays.Contains(overlayContainer))
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throw new ArgumentException($@"{overlayContainer} has already been registered via {nameof(IOverlayManager.RegisterBlockingOverlay)} once.");
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externalOverlays.Add(overlayContainer);
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overlayContent.Add(overlayContainer);
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if (overlayContainer is OsuFocusedOverlayContainer focusedOverlayContainer)
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focusedOverlays.Add(focusedOverlayContainer);
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return new InvokeOnDisposal(() => unregisterBlockingOverlay(overlayContainer));
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}
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void IOverlayManager.ShowBlockingOverlay(OverlayContainer overlay)
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{
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if (!visibleBlockingOverlays.Contains(overlay))
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visibleBlockingOverlays.Add(overlay);
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updateBlockingOverlayFade();
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}
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void IOverlayManager.HideBlockingOverlay(OverlayContainer overlay) => Schedule(() =>
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{
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visibleBlockingOverlays.Remove(overlay);
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updateBlockingOverlayFade();
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});
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/// <summary>
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/// Unregisters a blocking <see cref="OverlayContainer"/> that was not created by <see cref="OsuGame"/> itself.
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/// </summary>
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private void unregisterBlockingOverlay(OverlayContainer overlayContainer)
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{
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externalOverlays.Remove(overlayContainer);
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if (overlayContainer is OsuFocusedOverlayContainer focusedOverlayContainer)
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focusedOverlays.Remove(focusedOverlayContainer);
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overlayContainer.Expire();
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}
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#endregion
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/// <summary>
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/// Close all game-wide overlays.
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/// </summary>
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/// <param name="hideToolbar">Whether the toolbar should also be hidden.</param>
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public void CloseAllOverlays(bool hideToolbar = true)
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{
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foreach (var overlay in focusedOverlays)
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overlay.Hide();
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if (hideToolbar) Toolbar.Hide();
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}
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[BackgroundDependencyLoader]
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private void load()
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{
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dependencies.CacheAs(this);
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dependencies.Cache(SentryLogger);
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dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 });
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// bind config int to database RulesetInfo
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configRuleset = LocalConfig.GetBindable<string>(OsuSetting.Ruleset);
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uiScale = LocalConfig.GetBindable<float>(OsuSetting.UIScale);
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var preferredRuleset = int.TryParse(configRuleset.Value, out int rulesetId)
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// int parsing can be removed 20220522
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? RulesetStore.GetRuleset(rulesetId)
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: RulesetStore.GetRuleset(configRuleset.Value);
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try
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{
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Ruleset.Value = preferredRuleset ?? RulesetStore.AvailableRulesets.First();
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}
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catch (Exception e)
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{
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// on startup, a ruleset may be selected which has compatibility issues.
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Logger.Error(e, $@"Failed to switch to preferred ruleset {preferredRuleset}.");
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Ruleset.Value = RulesetStore.AvailableRulesets.First();
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}
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Ruleset.ValueChanged += r => configRuleset.Value = r.NewValue.ShortName;
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// bind config int to database SkinInfo
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configSkin = LocalConfig.GetBindable<string>(OsuSetting.Skin);
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SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID.ToString();
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configSkin.ValueChanged += skinId =>
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{
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Live<SkinInfo> skinInfo = null;
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if (Guid.TryParse(skinId.NewValue, out var guid))
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skinInfo = SkinManager.Query(s => s.ID == guid);
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if (skinInfo == null)
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{
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if (guid == SkinInfo.CLASSIC_SKIN)
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skinInfo = DefaultLegacySkin.CreateInfo().ToLiveUnmanaged();
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}
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SkinManager.CurrentSkinInfo.Value = skinInfo ?? DefaultSkin.CreateInfo().ToLiveUnmanaged();
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};
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configSkin.TriggerChange();
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IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
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Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
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SelectedMods.BindValueChanged(modsChanged);
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Beatmap.BindValueChanged(beatmapChanged, true);
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}
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private ExternalLinkOpener externalLinkOpener;
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/// <summary>
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/// Handle an arbitrary URL. Displays via in-game overlays where possible.
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/// This can be called from a non-thread-safe non-game-loaded state.
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/// </summary>
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/// <param name="url">The URL to load.</param>
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public void HandleLink(string url) => HandleLink(MessageFormatter.GetLinkDetails(url));
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/// <summary>
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/// Handle a specific <see cref="LinkDetails"/>.
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/// This can be called from a non-thread-safe non-game-loaded state.
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/// </summary>
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/// <param name="link">The link to load.</param>
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public void HandleLink(LinkDetails link) => Schedule(() =>
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{
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string argString = link.Argument.ToString();
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switch (link.Action)
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{
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case LinkAction.OpenBeatmap:
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// TODO: proper query params handling
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if (int.TryParse(argString.Contains('?') ? argString.Split('?')[0] : argString, out int beatmapId))
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ShowBeatmap(beatmapId);
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break;
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case LinkAction.OpenBeatmapSet:
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if (int.TryParse(argString, out int setId))
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ShowBeatmapSet(setId);
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break;
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case LinkAction.OpenChannel:
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ShowChannel(argString);
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break;
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case LinkAction.SearchBeatmapSet:
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SearchBeatmapSet(argString);
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break;
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case LinkAction.OpenEditorTimestamp:
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case LinkAction.JoinMultiplayerMatch:
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case LinkAction.Spectate:
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waitForReady(() => Notifications, _ => Notifications.Post(new SimpleNotification
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{
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Text = @"This link type is not yet supported!",
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Icon = FontAwesome.Solid.LifeRing,
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}));
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break;
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case LinkAction.External:
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OpenUrlExternally(argString);
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break;
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case LinkAction.OpenUserProfile:
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if (!(link.Argument is IUser user))
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{
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user = int.TryParse(argString, out int userId)
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? new APIUser { Id = userId }
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: new APIUser { Username = argString };
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}
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ShowUser(user);
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break;
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case LinkAction.OpenWiki:
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ShowWiki(argString);
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break;
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case LinkAction.OpenChangelog:
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if (string.IsNullOrEmpty(argString))
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ShowChangelogListing();
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else
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{
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string[] changelogArgs = argString.Split("/");
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ShowChangelogBuild(changelogArgs[0], changelogArgs[1]);
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}
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break;
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default:
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throw new NotImplementedException($"This {nameof(LinkAction)} ({link.Action.ToString()}) is missing an associated action.");
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}
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});
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public void OpenUrlExternally(string url, bool bypassExternalUrlWarning = false) => waitForReady(() => externalLinkOpener, _ =>
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{
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if (url.StartsWith('/'))
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url = $"{API.APIEndpointUrl}{url}";
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externalLinkOpener.OpenUrlExternally(url, bypassExternalUrlWarning);
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});
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/// <summary>
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/// Open a specific channel in chat.
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/// </summary>
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/// <param name="channel">The channel to display.</param>
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public void ShowChannel(string channel) => waitForReady(() => channelManager, _ =>
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{
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try
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{
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channelManager.OpenChannel(channel);
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}
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catch (ChannelNotFoundException)
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{
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Logger.Log($"The requested channel \"{channel}\" does not exist");
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}
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});
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/// <summary>
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/// Show a beatmap set as an overlay.
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/// </summary>
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/// <param name="setId">The set to display.</param>
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public void ShowBeatmapSet(int setId) => waitForReady(() => beatmapSetOverlay, _ => beatmapSetOverlay.FetchAndShowBeatmapSet(setId));
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/// <summary>
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/// Show a user's profile as an overlay.
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/// </summary>
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/// <param name="user">The user to display.</param>
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public void ShowUser(IUser user) => waitForReady(() => userProfile, _ => userProfile.ShowUser(user));
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/// <summary>
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/// Show a beatmap's set as an overlay, displaying the given beatmap.
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/// </summary>
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/// <param name="beatmapId">The beatmap to show.</param>
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public void ShowBeatmap(int beatmapId) => waitForReady(() => beatmapSetOverlay, _ => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId));
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/// <summary>
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/// Shows the beatmap listing overlay, with the given <paramref name="query"/> in the search box.
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/// </summary>
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/// <param name="query">The query to search for.</param>
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public void SearchBeatmapSet(string query) => waitForReady(() => beatmapListing, _ => beatmapListing.ShowWithSearch(query));
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/// <summary>
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/// Show a wiki's page as an overlay
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/// </summary>
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/// <param name="path">The wiki page to show</param>
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public void ShowWiki(string path) => waitForReady(() => wikiOverlay, _ => wikiOverlay.ShowPage(path));
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/// <summary>
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/// Show changelog listing overlay
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/// </summary>
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public void ShowChangelogListing() => waitForReady(() => changelogOverlay, _ => changelogOverlay.ShowListing());
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/// <summary>
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/// Show changelog's build as an overlay
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/// </summary>
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/// <param name="updateStream">The update stream name</param>
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/// <param name="version">The build version of the update stream</param>
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public void ShowChangelogBuild(string updateStream, string version) => waitForReady(() => changelogOverlay, _ => changelogOverlay.ShowBuild(updateStream, version));
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/// <summary>
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/// Present a beatmap at song select immediately.
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/// The user should have already requested this interactively.
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/// </summary>
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/// <param name="beatmap">The beatmap to select.</param>
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/// <param name="difficultyCriteria">Optional predicate used to narrow the set of difficulties to select from when presenting.</param>
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/// <remarks>
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/// Among items satisfying the predicate, the order of preference is:
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/// <list type="bullet">
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/// <item>beatmap with recommended difficulty, as provided by <see cref="DifficultyRecommender"/>,</item>
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/// <item>first beatmap from the current ruleset,</item>
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/// <item>first beatmap from any ruleset.</item>
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/// </list>
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/// </remarks>
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public void PresentBeatmap(IBeatmapSetInfo beatmap, Predicate<BeatmapInfo> difficultyCriteria = null)
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{
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Live<BeatmapSetInfo> databasedSet = null;
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if (beatmap.OnlineID > 0)
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databasedSet = BeatmapManager.QueryBeatmapSet(s => s.OnlineID == beatmap.OnlineID);
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if (beatmap is BeatmapSetInfo localBeatmap)
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databasedSet ??= BeatmapManager.QueryBeatmapSet(s => s.Hash == localBeatmap.Hash);
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if (databasedSet == null)
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{
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Logger.Log("The requested beatmap could not be loaded.", LoggingTarget.Information);
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return;
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}
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var detachedSet = databasedSet.PerformRead(s => s.Detach());
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PerformFromScreen(screen =>
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{
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// Find beatmaps that match our predicate.
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var beatmaps = detachedSet.Beatmaps.Where(b => difficultyCriteria?.Invoke(b) ?? true).ToList();
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// Use all beatmaps if predicate matched nothing
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if (beatmaps.Count == 0)
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beatmaps = detachedSet.Beatmaps.ToList();
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// Prefer recommended beatmap if recommendations are available, else fallback to a sane selection.
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var selection = difficultyRecommender.GetRecommendedBeatmap(beatmaps)
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?? beatmaps.FirstOrDefault(b => b.Ruleset.Equals(Ruleset.Value))
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?? beatmaps.First();
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if (screen is IHandlePresentBeatmap presentableScreen)
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{
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presentableScreen.PresentBeatmap(BeatmapManager.GetWorkingBeatmap(selection), selection.Ruleset);
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}
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else
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{
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Ruleset.Value = selection.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(selection);
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}
|
|
}, validScreens: new[] { typeof(SongSelect), typeof(IHandlePresentBeatmap) });
|
|
}
|
|
|
|
/// <summary>
|
|
/// Present a score's replay immediately.
|
|
/// The user should have already requested this interactively.
|
|
/// </summary>
|
|
public void PresentScore(IScoreInfo score, ScorePresentType presentType = ScorePresentType.Results)
|
|
{
|
|
// The given ScoreInfo may have missing properties if it was retrieved from online data. Re-retrieve it from the database
|
|
// to ensure all the required data for presenting a replay are present.
|
|
ScoreInfo databasedScoreInfo = null;
|
|
|
|
if (score.OnlineID > 0)
|
|
databasedScoreInfo = ScoreManager.Query(s => s.OnlineID == score.OnlineID);
|
|
|
|
if (score is ScoreInfo scoreInfo)
|
|
databasedScoreInfo ??= ScoreManager.Query(s => s.Hash == scoreInfo.Hash);
|
|
|
|
if (databasedScoreInfo == null)
|
|
{
|
|
Logger.Log("The requested score could not be found locally.", LoggingTarget.Information);
|
|
return;
|
|
}
|
|
|
|
var databasedScore = ScoreManager.GetScore(databasedScoreInfo);
|
|
|
|
if (databasedScore.Replay == null)
|
|
{
|
|
Logger.Log("The loaded score has no replay data.", LoggingTarget.Information);
|
|
return;
|
|
}
|
|
|
|
var databasedBeatmap = BeatmapManager.QueryBeatmap(b => b.ID == databasedScoreInfo.BeatmapInfo.ID);
|
|
|
|
if (databasedBeatmap == null)
|
|
{
|
|
Logger.Log("Tried to load a score for a beatmap we don't have!", LoggingTarget.Information);
|
|
return;
|
|
}
|
|
|
|
PerformFromScreen(screen =>
|
|
{
|
|
Ruleset.Value = databasedScore.ScoreInfo.Ruleset;
|
|
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap);
|
|
|
|
switch (presentType)
|
|
{
|
|
case ScorePresentType.Gameplay:
|
|
screen.Push(new ReplayPlayerLoader(databasedScore));
|
|
break;
|
|
|
|
case ScorePresentType.Results:
|
|
screen.Push(new SoloResultsScreen(databasedScore.ScoreInfo, false));
|
|
break;
|
|
}
|
|
}, validScreens: new[] { typeof(PlaySongSelect) });
|
|
}
|
|
|
|
public override Task Import(params ImportTask[] imports)
|
|
{
|
|
// encapsulate task as we don't want to begin the import process until in a ready state.
|
|
|
|
// ReSharper disable once AsyncVoidLambda
|
|
// TODO: This is bad because `new Task` doesn't have a Func<Task?> override.
|
|
// Only used for android imports and a bit of a mess. Probably needs rethinking overall.
|
|
var importTask = new Task(async () => await base.Import(imports).ConfigureAwait(false));
|
|
|
|
waitForReady(() => this, _ => importTask.Start());
|
|
|
|
return importTask;
|
|
}
|
|
|
|
protected virtual Loader CreateLoader() => new Loader();
|
|
|
|
protected virtual UpdateManager CreateUpdateManager() => new UpdateManager();
|
|
|
|
protected virtual HighPerformanceSession CreateHighPerformanceSession() => new HighPerformanceSession();
|
|
|
|
protected override Container CreateScalingContainer() => new ScalingContainer(ScalingMode.Everything);
|
|
|
|
#region Beatmap progression
|
|
|
|
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
|
|
{
|
|
beatmap.OldValue?.CancelAsyncLoad();
|
|
beatmap.NewValue?.BeginAsyncLoad();
|
|
Logger.Log($"Game-wide working beatmap updated to {beatmap.NewValue}");
|
|
}
|
|
|
|
private void modsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
|
|
{
|
|
// a lease may be taken on the mods bindable, at which point we can't really ensure valid mods.
|
|
if (SelectedMods.Disabled)
|
|
return;
|
|
|
|
if (!ModUtils.CheckValidForGameplay(mods.NewValue, out var invalid))
|
|
{
|
|
// ensure we always have a valid set of mods.
|
|
SelectedMods.Value = mods.NewValue.Except(invalid).ToArray();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
private PerformFromMenuRunner performFromMainMenuTask;
|
|
|
|
public void PerformFromScreen(Action<IScreen> action, IEnumerable<Type> validScreens = null)
|
|
{
|
|
performFromMainMenuTask?.Cancel();
|
|
Add(performFromMainMenuTask = new PerformFromMenuRunner(action, validScreens, () => ScreenStack.CurrentScreen));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Wait for the game (and target component) to become loaded and then run an action.
|
|
/// </summary>
|
|
/// <param name="retrieveInstance">A function to retrieve a (potentially not-yet-constructed) target instance.</param>
|
|
/// <param name="action">The action to perform on the instance when load is confirmed.</param>
|
|
/// <typeparam name="T">The type of the target instance.</typeparam>
|
|
private void waitForReady<T>(Func<T> retrieveInstance, Action<T> action)
|
|
where T : Drawable
|
|
{
|
|
var instance = retrieveInstance();
|
|
|
|
if (ScreenStack == null || ScreenStack.CurrentScreen is StartupScreen || instance?.IsLoaded != true)
|
|
Schedule(() => waitForReady(retrieveInstance, action));
|
|
else
|
|
action(instance);
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
SentryLogger.Dispose();
|
|
}
|
|
|
|
protected override IDictionary<FrameworkSetting, object> GetFrameworkConfigDefaults()
|
|
=> new Dictionary<FrameworkSetting, object>
|
|
{
|
|
// General expectation that osu! starts in fullscreen by default (also gives the most predictable performance)
|
|
{ FrameworkSetting.WindowMode, WindowMode.Fullscreen }
|
|
};
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
foreach (var language in Enum.GetValues(typeof(Language)).OfType<Language>())
|
|
{
|
|
#if DEBUG
|
|
if (language == Language.debug)
|
|
{
|
|
Localisation.AddLanguage(Language.debug.ToString(), new DebugLocalisationStore());
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
string cultureCode = language.ToCultureCode();
|
|
|
|
try
|
|
{
|
|
Localisation.AddLanguage(cultureCode, new ResourceManagerLocalisationStore(cultureCode));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Logger.Error(ex, $"Could not load localisations for language \"{cultureCode}\"");
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
|
|
BeatmapManager.PostNotification = n => Notifications.Post(n);
|
|
BeatmapManager.PostImport = items => PresentBeatmap(items.First().Value);
|
|
|
|
BeatmapDownloader.PostNotification = n => Notifications.Post(n);
|
|
ScoreDownloader.PostNotification = n => Notifications.Post(n);
|
|
|
|
ScoreManager.PostNotification = n => Notifications.Post(n);
|
|
ScoreManager.PostImport = items => PresentScore(items.First().Value);
|
|
|
|
// make config aware of how to lookup skins for on-screen display purposes.
|
|
// if this becomes a more common thing, tracked settings should be reconsidered to allow local DI.
|
|
LocalConfig.LookupSkinName = id => SkinManager.Query(s => s.ID == id)?.ToString() ?? "Unknown";
|
|
|
|
LocalConfig.LookupKeyBindings = l =>
|
|
{
|
|
var combinations = KeyBindingStore.GetReadableKeyCombinationsFor(l);
|
|
|
|
if (combinations.Count == 0)
|
|
return ToastStrings.NoKeyBound;
|
|
|
|
return string.Join(" / ", combinations);
|
|
};
|
|
|
|
Container logoContainer;
|
|
BackButton.Receptor receptor;
|
|
|
|
dependencies.CacheAs(idleTracker = new GameIdleTracker(6000));
|
|
|
|
var sessionIdleTracker = new GameIdleTracker(300000);
|
|
sessionIdleTracker.IsIdle.BindValueChanged(idle =>
|
|
{
|
|
if (idle.NewValue)
|
|
SessionStatics.ResetAfterInactivity();
|
|
});
|
|
|
|
Add(sessionIdleTracker);
|
|
|
|
AddRange(new Drawable[]
|
|
{
|
|
new VolumeControlReceptor
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
ActionRequested = action => volume.Adjust(action),
|
|
ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
|
|
},
|
|
ScreenOffsetContainer = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
ScreenContainer = new ScalingContainer(ScalingMode.ExcludeOverlays)
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
Children = new Drawable[]
|
|
{
|
|
receptor = new BackButton.Receptor(),
|
|
ScreenStack = new OsuScreenStack { RelativeSizeAxes = Axes.Both },
|
|
BackButton = new BackButton(receptor)
|
|
{
|
|
Anchor = Anchor.BottomLeft,
|
|
Origin = Anchor.BottomLeft,
|
|
Action = () =>
|
|
{
|
|
if (!(ScreenStack.CurrentScreen is IOsuScreen currentScreen))
|
|
return;
|
|
|
|
if (!((Drawable)currentScreen).IsLoaded || (currentScreen.AllowBackButton && !currentScreen.OnBackButton()))
|
|
ScreenStack.Exit();
|
|
}
|
|
},
|
|
logoContainer = new Container { RelativeSizeAxes = Axes.Both },
|
|
}
|
|
},
|
|
}
|
|
},
|
|
overlayOffsetContainer = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
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,
|
|
new ConfineMouseTracker()
|
|
});
|
|
|
|
ScreenStack.ScreenPushed += screenPushed;
|
|
ScreenStack.ScreenExited += screenExited;
|
|
|
|
if (!args?.Any(a => a == @"--no-version-overlay") ?? true)
|
|
loadComponentSingleFile(versionManager = new VersionManager { Depth = int.MinValue }, ScreenContainer.Add);
|
|
|
|
loadComponentSingleFile(osuLogo, logo =>
|
|
{
|
|
logoContainer.Add(logo);
|
|
|
|
// Loader has to be created after the logo has finished loading as Loader performs logo transformations on entering.
|
|
ScreenStack.Push(CreateLoader().With(l => l.RelativeSizeAxes = Axes.Both));
|
|
});
|
|
|
|
loadComponentSingleFile(Toolbar = new Toolbar
|
|
{
|
|
OnHome = delegate
|
|
{
|
|
CloseAllOverlays(false);
|
|
menuScreen?.MakeCurrent();
|
|
},
|
|
}, topMostOverlayContent.Add);
|
|
|
|
loadComponentSingleFile(volume = new VolumeOverlay(), leftFloatingOverlayContent.Add, true);
|
|
|
|
var onScreenDisplay = new OnScreenDisplay();
|
|
|
|
onScreenDisplay.BeginTracking(this, frameworkConfig);
|
|
onScreenDisplay.BeginTracking(this, LocalConfig);
|
|
|
|
loadComponentSingleFile(onScreenDisplay, Add, true);
|
|
|
|
loadComponentSingleFile<INotificationOverlay>(Notifications.With(d =>
|
|
{
|
|
d.Anchor = Anchor.TopRight;
|
|
d.Origin = Anchor.TopRight;
|
|
}), rightFloatingOverlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(new CollectionManager(Storage)
|
|
{
|
|
PostNotification = n => Notifications.Post(n),
|
|
}, Add, true);
|
|
|
|
loadComponentSingleFile(legacyImportManager, Add);
|
|
|
|
loadComponentSingleFile(screenshotManager, Add);
|
|
|
|
// dependency on notification overlay, dependent by settings overlay
|
|
loadComponentSingleFile(CreateUpdateManager(), Add, true);
|
|
|
|
// overlay elements
|
|
loadComponentSingleFile(firstRunOverlay = new FirstRunSetupOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(new ManageCollectionsDialog(), overlayContent.Add, true);
|
|
loadComponentSingleFile(beatmapListing = new BeatmapListingOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(dashboard = new DashboardOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(news = new NewsOverlay(), overlayContent.Add, true);
|
|
var rankingsOverlay = loadComponentSingleFile(new RankingsOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(channelManager = new ChannelManager(), AddInternal, true);
|
|
loadComponentSingleFile(chatOverlay = new ChatOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(new MessageNotifier(), AddInternal, true);
|
|
loadComponentSingleFile(Settings = new SettingsOverlay(), leftFloatingOverlayContent.Add, true);
|
|
loadComponentSingleFile(changelogOverlay = new ChangelogOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(userProfile = new UserProfileOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(wikiOverlay = new WikiOverlay(), overlayContent.Add, true);
|
|
loadComponentSingleFile(skinEditor = new SkinEditorOverlay(ScreenContainer), overlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(new LoginOverlay
|
|
{
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
}, rightFloatingOverlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(new NowPlayingOverlay
|
|
{
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
}, rightFloatingOverlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(new AccountCreationOverlay(), topMostOverlayContent.Add, true);
|
|
loadComponentSingleFile<IDialogOverlay>(new DialogOverlay(), topMostOverlayContent.Add, true);
|
|
|
|
loadComponentSingleFile(CreateHighPerformanceSession(), Add);
|
|
|
|
chatOverlay.State.BindValueChanged(_ => updateChatPollRate());
|
|
// Multiplayer modes need to increase poll rate temporarily.
|
|
API.Activity.BindValueChanged(_ => updateChatPollRate(), true);
|
|
|
|
void updateChatPollRate()
|
|
{
|
|
channelManager.HighPollRate.Value =
|
|
chatOverlay.State.Value == Visibility.Visible
|
|
|| API.Activity.Value is UserActivity.InLobby
|
|
|| API.Activity.Value is UserActivity.InMultiplayerGame
|
|
|| API.Activity.Value is UserActivity.SpectatingMultiplayerGame;
|
|
}
|
|
|
|
Add(difficultyRecommender);
|
|
Add(externalLinkOpener = new ExternalLinkOpener());
|
|
Add(new MusicKeyBindingHandler());
|
|
|
|
// side overlays which cancel each other.
|
|
var singleDisplaySideOverlays = new OverlayContainer[] { Settings, Notifications, firstRunOverlay };
|
|
|
|
foreach (var overlay in singleDisplaySideOverlays)
|
|
{
|
|
overlay.State.ValueChanged += state =>
|
|
{
|
|
if (state.NewValue == Visibility.Hidden) return;
|
|
|
|
singleDisplaySideOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
|
|
};
|
|
}
|
|
|
|
// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
|
|
var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
|
|
|
|
foreach (var overlay in informationalOverlays)
|
|
{
|
|
overlay.State.ValueChanged += state =>
|
|
{
|
|
if (state.NewValue != Visibility.Hidden)
|
|
showOverlayAboveOthers(overlay, informationalOverlays);
|
|
};
|
|
}
|
|
|
|
// ensure only one of these overlays are open at once.
|
|
var singleDisplayOverlays = new OverlayContainer[] { firstRunOverlay, chatOverlay, news, dashboard, beatmapListing, changelogOverlay, rankingsOverlay, wikiOverlay };
|
|
|
|
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)
|
|
showOverlayAboveOthers(overlay, singleDisplayOverlays);
|
|
};
|
|
}
|
|
|
|
OverlayActivationMode.ValueChanged += mode =>
|
|
{
|
|
if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
|
|
};
|
|
|
|
// Importantly, this should be run after binding PostNotification to the import handlers so they can present the import after game startup.
|
|
handleStartupImport();
|
|
}
|
|
|
|
private void handleStartupImport()
|
|
{
|
|
if (args?.Length > 0)
|
|
{
|
|
string[] paths = args.Where(a => !a.StartsWith('-')).ToArray();
|
|
|
|
if (paths.Length > 0)
|
|
{
|
|
string firstPath = paths.First();
|
|
|
|
if (firstPath.StartsWith(OSU_PROTOCOL, StringComparison.Ordinal))
|
|
{
|
|
HandleLink(firstPath);
|
|
}
|
|
else
|
|
{
|
|
Task.Run(() => Import(paths));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void showOverlayAboveOthers(OverlayContainer overlay, OverlayContainer[] otherOverlays)
|
|
{
|
|
otherOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
|
|
|
|
// Partially visible so leave it at the current depth.
|
|
if (overlay.IsPresent)
|
|
return;
|
|
|
|
// Show above all other overlays.
|
|
if (overlay.IsLoaded)
|
|
overlayContent.ChangeChildDepth(overlay, (float)-Clock.CurrentTime);
|
|
else
|
|
overlay.Depth = (float)-Clock.CurrentTime;
|
|
}
|
|
|
|
private void forwardLoggedErrorsToNotifications()
|
|
{
|
|
int recentLogCount = 0;
|
|
|
|
const double debounce = 60000;
|
|
|
|
Logger.NewEntry += entry =>
|
|
{
|
|
if (entry.Level < LogLevel.Important || entry.Target == null) return;
|
|
|
|
const int short_term_display_limit = 3;
|
|
|
|
if (recentLogCount < short_term_display_limit)
|
|
{
|
|
Schedule(() => Notifications.Post(new SimpleErrorNotification
|
|
{
|
|
Icon = entry.Level == LogLevel.Important ? FontAwesome.Solid.ExclamationCircle : FontAwesome.Solid.Bomb,
|
|
Text = entry.Message.Truncate(256) + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty),
|
|
}));
|
|
}
|
|
else if (recentLogCount == short_term_display_limit)
|
|
{
|
|
string logFile = $@"{entry.Target.ToString().ToLowerInvariant()}.log";
|
|
|
|
Schedule(() => Notifications.Post(new SimpleNotification
|
|
{
|
|
Icon = FontAwesome.Solid.EllipsisH,
|
|
Text = "Subsequent messages have been logged. Click to view log files.",
|
|
Activated = () =>
|
|
{
|
|
Storage.GetStorageForDirectory(@"logs").PresentFileExternally(logFile);
|
|
return true;
|
|
}
|
|
}));
|
|
}
|
|
|
|
Interlocked.Increment(ref recentLogCount);
|
|
Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce);
|
|
};
|
|
}
|
|
|
|
private Task asyncLoadStream;
|
|
|
|
/// <summary>
|
|
/// Queues loading the provided component in sequential fashion.
|
|
/// This operation is limited to a single thread to avoid saturating all cores.
|
|
/// </summary>
|
|
/// <param name="component">The component to load.</param>
|
|
/// <param name="loadCompleteAction">An action to invoke on load completion (generally to add the component to the hierarchy).</param>
|
|
/// <param name="cache">Whether to cache the component as type <typeparamref name="T"/> into the game dependencies before any scheduling.</param>
|
|
private T loadComponentSingleFile<T>(T component, Action<Drawable> loadCompleteAction, bool cache = false)
|
|
where T : class
|
|
{
|
|
if (cache)
|
|
dependencies.CacheAs(component);
|
|
|
|
var drawableComponent = component as Drawable ?? throw new ArgumentException($"Component must be a {nameof(Drawable)}", nameof(component));
|
|
|
|
if (component is OsuFocusedOverlayContainer overlay)
|
|
focusedOverlays.Add(overlay);
|
|
|
|
// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
|
|
// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
|
|
// we could avoid the need for scheduling altogether.
|
|
Schedule(() =>
|
|
{
|
|
var previousLoadStream = asyncLoadStream;
|
|
|
|
// chain with existing load stream
|
|
asyncLoadStream = Task.Run(async () =>
|
|
{
|
|
if (previousLoadStream != null)
|
|
await previousLoadStream.ConfigureAwait(false);
|
|
|
|
try
|
|
{
|
|
Logger.Log($"Loading {component}...");
|
|
|
|
// Since this is running in a separate thread, it is possible for OsuGame to be disposed after LoadComponentAsync has been called
|
|
// throwing an exception. To avoid this, the call is scheduled on the update thread, which does not run if IsDisposed = true
|
|
Task task = null;
|
|
var del = new ScheduledDelegate(() => task = LoadComponentAsync(drawableComponent, loadCompleteAction));
|
|
Scheduler.Add(del);
|
|
|
|
// The delegate won't complete if OsuGame has been disposed in the meantime
|
|
while (!IsDisposed && !del.Completed)
|
|
await Task.Delay(10).ConfigureAwait(false);
|
|
|
|
// Either we're disposed or the load process has started successfully
|
|
if (IsDisposed)
|
|
return;
|
|
|
|
Debug.Assert(task != null);
|
|
|
|
await task.ConfigureAwait(false);
|
|
|
|
Logger.Log($"Loaded {component}!");
|
|
}
|
|
catch (OperationCanceledException)
|
|
{
|
|
}
|
|
});
|
|
});
|
|
|
|
return component;
|
|
}
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
if (e.Repeat)
|
|
return false;
|
|
|
|
if (introScreen == null) return false;
|
|
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.ToggleSkinEditor:
|
|
skinEditor.ToggleVisibility();
|
|
return true;
|
|
|
|
case GlobalAction.ResetInputSettings:
|
|
Host.ResetInputHandlers();
|
|
frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
|
|
return true;
|
|
|
|
case GlobalAction.ToggleGameplayMouseButtons:
|
|
var mouseDisableButtons = LocalConfig.GetBindable<bool>(OsuSetting.MouseDisableButtons);
|
|
mouseDisableButtons.Value = !mouseDisableButtons.Value;
|
|
return true;
|
|
|
|
case GlobalAction.RandomSkin:
|
|
// Don't allow random skin selection while in the skin editor.
|
|
// This is mainly to stop many "osu! default (modified)" skins being created via the SkinManager.EnsureMutableSkin() path.
|
|
// If people want this to work we can potentially avoid selecting default skins when the editor is open, or allow a maximum of one mutable skin somehow.
|
|
if (skinEditor.State.Value == Visibility.Visible)
|
|
return false;
|
|
|
|
SkinManager.SelectRandomSkin();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public override bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
|
|
{
|
|
const float adjustment_increment = 0.05f;
|
|
|
|
switch (e.Action)
|
|
{
|
|
case PlatformAction.ZoomIn:
|
|
uiScale.Value += adjustment_increment;
|
|
return true;
|
|
|
|
case PlatformAction.ZoomOut:
|
|
uiScale.Value -= adjustment_increment;
|
|
return true;
|
|
|
|
case PlatformAction.ZoomDefault:
|
|
uiScale.SetDefault();
|
|
return true;
|
|
}
|
|
|
|
return base.OnPressed(e);
|
|
}
|
|
|
|
#region Inactive audio dimming
|
|
|
|
private readonly BindableDouble inactiveVolumeFade = new BindableDouble();
|
|
|
|
private void updateActiveState(bool isActive)
|
|
{
|
|
if (isActive)
|
|
this.TransformBindableTo(inactiveVolumeFade, 1, 400, Easing.OutQuint);
|
|
else
|
|
this.TransformBindableTo(inactiveVolumeFade, LocalConfig.Get<double>(OsuSetting.VolumeInactive), 4000, Easing.OutQuint);
|
|
}
|
|
|
|
#endregion
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
protected override bool OnExiting()
|
|
{
|
|
if (ScreenStack.CurrentScreen is Loader)
|
|
return false;
|
|
|
|
if (introScreen?.DidLoadMenu == true && !(ScreenStack.CurrentScreen is IntroScreen))
|
|
{
|
|
Scheduler.Add(introScreen.MakeCurrent);
|
|
return true;
|
|
}
|
|
|
|
return base.OnExiting();
|
|
}
|
|
|
|
protected override void UpdateAfterChildren()
|
|
{
|
|
base.UpdateAfterChildren();
|
|
|
|
ScreenOffsetContainer.Padding = new MarginPadding { Top = toolbarOffset };
|
|
overlayOffsetContainer.Padding = new MarginPadding { Top = toolbarOffset };
|
|
|
|
float horizontalOffset = 0f;
|
|
|
|
// Content.ToLocalSpace() is used instead of this.ToLocalSpace() to correctly calculate the offset with scaling modes active.
|
|
// Content is a child of a scaling container with ScalingMode.Everything set, while the game itself is never scaled.
|
|
// this avoids a visible jump in the positioning of the screen offset container.
|
|
if (Settings.IsLoaded && Settings.IsPresent)
|
|
horizontalOffset += Content.ToLocalSpace(Settings.ScreenSpaceDrawQuad.TopRight).X * SIDE_OVERLAY_OFFSET_RATIO;
|
|
if (Notifications.IsLoaded && Notifications.IsPresent)
|
|
horizontalOffset += (Content.ToLocalSpace(Notifications.ScreenSpaceDrawQuad.TopLeft).X - Content.DrawWidth) * SIDE_OVERLAY_OFFSET_RATIO;
|
|
|
|
ScreenOffsetContainer.X = horizontalOffset;
|
|
overlayContent.X = horizontalOffset * 1.2f;
|
|
|
|
MenuCursorContainer.CanShowCursor = (ScreenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false;
|
|
}
|
|
|
|
private void screenChanged(IScreen current, IScreen newScreen)
|
|
{
|
|
switch (newScreen)
|
|
{
|
|
case IntroScreen intro:
|
|
introScreen = intro;
|
|
versionManager?.Show();
|
|
break;
|
|
|
|
case MainMenu menu:
|
|
menuScreen = menu;
|
|
versionManager?.Show();
|
|
break;
|
|
|
|
default:
|
|
versionManager?.Hide();
|
|
break;
|
|
}
|
|
|
|
// reset on screen change for sanity.
|
|
LocalUserPlaying.Value = false;
|
|
|
|
if (current is IOsuScreen currentOsuScreen)
|
|
{
|
|
OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);
|
|
API.Activity.UnbindFrom(currentOsuScreen.Activity);
|
|
}
|
|
|
|
if (newScreen is IOsuScreen newOsuScreen)
|
|
{
|
|
OverlayActivationMode.BindTo(newOsuScreen.OverlayActivationMode);
|
|
API.Activity.BindTo(newOsuScreen.Activity);
|
|
|
|
if (newOsuScreen.HideOverlaysOnEnter)
|
|
CloseAllOverlays();
|
|
else
|
|
Toolbar.Show();
|
|
|
|
if (newOsuScreen.AllowBackButton)
|
|
BackButton.Show();
|
|
else
|
|
BackButton.Hide();
|
|
}
|
|
|
|
skinEditor.SetTarget((OsuScreen)newScreen);
|
|
}
|
|
|
|
private void screenPushed(IScreen lastScreen, IScreen newScreen) => screenChanged(lastScreen, newScreen);
|
|
|
|
private void screenExited(IScreen lastScreen, IScreen newScreen)
|
|
{
|
|
screenChanged(lastScreen, newScreen);
|
|
|
|
if (newScreen == null)
|
|
Exit();
|
|
}
|
|
|
|
IBindable<bool> ILocalUserPlayInfo.IsPlaying => LocalUserPlaying;
|
|
}
|
|
}
|