mirror of
https://github.com/ppy/osu
synced 2024-12-15 03:16:17 +00:00
468 lines
16 KiB
C#
468 lines
16 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using osu.Framework.Configuration;
|
|
using osu.Framework.Screens;
|
|
using osu.Game.Configuration;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Overlays;
|
|
using osu.Framework.Logging;
|
|
using osu.Game.Graphics.UserInterface.Volume;
|
|
using osu.Framework.Allocation;
|
|
using osu.Game.Overlays.Toolbar;
|
|
using osu.Game.Screens;
|
|
using osu.Game.Screens.Menu;
|
|
using OpenTK;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Platform;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Overlays.Notifications;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Input.Bindings;
|
|
using OpenTK.Graphics;
|
|
|
|
namespace osu.Game
|
|
{
|
|
public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
public Toolbar Toolbar;
|
|
|
|
private ChatOverlay chat;
|
|
|
|
private MusicController musicController;
|
|
|
|
private NotificationOverlay notifications;
|
|
|
|
private DialogOverlay dialogOverlay;
|
|
|
|
private DirectOverlay direct;
|
|
|
|
private SocialOverlay social;
|
|
|
|
private UserProfileOverlay userProfile;
|
|
|
|
private BeatmapSetOverlay beatmapSetOverlay;
|
|
|
|
public virtual Storage GetStorageForStableInstall() => null;
|
|
|
|
private Intro intro
|
|
{
|
|
get
|
|
{
|
|
Screen s = screenStack;
|
|
while (s != null && !(s is Intro))
|
|
s = s.ChildScreen;
|
|
return s as Intro;
|
|
}
|
|
}
|
|
|
|
public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
|
|
|
|
public readonly BindableBool ShowOverlays = new BindableBool();
|
|
|
|
private OsuScreen screenStack;
|
|
|
|
private VolumeControl volume;
|
|
|
|
private Bindable<int> configRuleset;
|
|
public Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
|
|
|
|
private readonly string[] args;
|
|
|
|
private SettingsOverlay settings;
|
|
|
|
public OsuGame(string[] args = null)
|
|
{
|
|
this.args = args;
|
|
}
|
|
|
|
public void ToggleSettings() => settings.ToggleVisibility();
|
|
|
|
public void ToggleDirect() => direct.ToggleVisibility();
|
|
|
|
private DependencyContainer dependencies;
|
|
|
|
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent) =>
|
|
dependencies = new DependencyContainer(base.CreateLocalDependencies(parent));
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(FrameworkConfigManager frameworkConfig)
|
|
{
|
|
this.frameworkConfig = frameworkConfig;
|
|
|
|
if (!Host.IsPrimaryInstance)
|
|
{
|
|
Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error);
|
|
Environment.Exit(0);
|
|
}
|
|
|
|
if (args?.Length > 0)
|
|
{
|
|
var paths = args.Where(a => !a.StartsWith(@"-"));
|
|
Task.Run(() => BeatmapManager.Import(paths.ToArray()));
|
|
}
|
|
|
|
dependencies.Cache(this);
|
|
|
|
configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
|
|
Ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
|
|
Ruleset.ValueChanged += r => configRuleset.Value = r.ID ?? 0;
|
|
}
|
|
|
|
private ScheduledDelegate scoreLoad;
|
|
|
|
protected void LoadScore(Score s)
|
|
{
|
|
scoreLoad?.Cancel();
|
|
|
|
var menu = intro.ChildScreen;
|
|
|
|
if (menu == null)
|
|
{
|
|
scoreLoad = Schedule(() => LoadScore(s));
|
|
return;
|
|
}
|
|
|
|
if (!menu.IsCurrentScreen)
|
|
{
|
|
menu.MakeCurrent();
|
|
this.Delay(500).Schedule(() => LoadScore(s), out scoreLoad);
|
|
return;
|
|
}
|
|
|
|
if (s.Beatmap == null)
|
|
{
|
|
notifications.Post(new SimpleNotification
|
|
{
|
|
Text = @"Tried to load a score for a beatmap we don't have!",
|
|
Icon = FontAwesome.fa_life_saver,
|
|
});
|
|
return;
|
|
}
|
|
|
|
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(s.Beatmap);
|
|
|
|
menu.Push(new PlayerLoader(new ReplayPlayer(s.Replay)));
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
// hook up notifications to components.
|
|
BeatmapManager.PostNotification = n => notifications?.Post(n);
|
|
BeatmapManager.GetStableStorage = GetStorageForStableInstall;
|
|
|
|
AddRange(new Drawable[]
|
|
{
|
|
new VolumeControlReceptor
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
ActionRequested = action => volume.Adjust(action)
|
|
},
|
|
mainContent = new Container { RelativeSizeAxes = Axes.Both },
|
|
overlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue },
|
|
});
|
|
|
|
loadComponentSingleFile(screenStack = new Loader(), d =>
|
|
{
|
|
screenStack.ModePushed += screenAdded;
|
|
screenStack.Exited += screenRemoved;
|
|
mainContent.Add(screenStack);
|
|
});
|
|
|
|
loadComponentSingleFile(Toolbar = new Toolbar
|
|
{
|
|
Depth = -5,
|
|
OnHome = delegate
|
|
{
|
|
hideAllOverlays();
|
|
intro?.ChildScreen?.MakeCurrent();
|
|
},
|
|
}, overlayContent.Add);
|
|
|
|
loadComponentSingleFile(volume = new VolumeControl(), Add);
|
|
loadComponentSingleFile(new OnScreenDisplay(), Add);
|
|
|
|
//overlay elements
|
|
loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, mainContent.Add);
|
|
loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, mainContent.Add);
|
|
loadComponentSingleFile(chat = new ChatOverlay { Depth = -1 }, mainContent.Add);
|
|
loadComponentSingleFile(settings = new MainSettings
|
|
{
|
|
GetToolbarHeight = () => ToolbarOffset,
|
|
Depth = -1
|
|
}, overlayContent.Add);
|
|
loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add);
|
|
loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, mainContent.Add);
|
|
loadComponentSingleFile(musicController = new MusicController
|
|
{
|
|
Depth = -4,
|
|
Position = new Vector2(0, Toolbar.HEIGHT),
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
}, overlayContent.Add);
|
|
|
|
loadComponentSingleFile(notifications = new NotificationOverlay
|
|
{
|
|
GetToolbarHeight = () => ToolbarOffset,
|
|
Depth = -4,
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
}, overlayContent.Add);
|
|
|
|
loadComponentSingleFile(dialogOverlay = new DialogOverlay
|
|
{
|
|
Depth = -6,
|
|
}, overlayContent.Add);
|
|
|
|
forwardLoggedErrorsToNotifications();
|
|
|
|
dependencies.Cache(settings);
|
|
dependencies.Cache(social);
|
|
dependencies.Cache(direct);
|
|
dependencies.Cache(chat);
|
|
dependencies.Cache(userProfile);
|
|
dependencies.Cache(musicController);
|
|
dependencies.Cache(beatmapSetOverlay);
|
|
dependencies.Cache(notifications);
|
|
dependencies.Cache(dialogOverlay);
|
|
|
|
// ensure only one of these overlays are open at once.
|
|
var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct };
|
|
foreach (var overlay in singleDisplayOverlays)
|
|
{
|
|
overlay.StateChanged += state =>
|
|
{
|
|
if (state == Visibility.Hidden) return;
|
|
|
|
foreach (var c in singleDisplayOverlays)
|
|
{
|
|
if (c == overlay) continue;
|
|
c.State = Visibility.Hidden;
|
|
}
|
|
};
|
|
}
|
|
|
|
// 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.StateChanged += state =>
|
|
{
|
|
if (state == Visibility.Hidden) return;
|
|
|
|
foreach (var c in informationalOverlays)
|
|
{
|
|
if (c == overlay) continue;
|
|
c.State = Visibility.Hidden;
|
|
}
|
|
};
|
|
}
|
|
|
|
void updateScreenOffset()
|
|
{
|
|
float offset = 0;
|
|
|
|
if (settings.State == Visibility.Visible)
|
|
offset += ToolbarButton.WIDTH / 2;
|
|
if (notifications.State == Visibility.Visible)
|
|
offset -= ToolbarButton.WIDTH / 2;
|
|
|
|
screenStack.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint);
|
|
}
|
|
|
|
settings.StateChanged += _ => updateScreenOffset();
|
|
notifications.StateChanged += _ => updateScreenOffset();
|
|
|
|
notifications.Enabled.BindTo(ShowOverlays);
|
|
|
|
ShowOverlays.ValueChanged += show =>
|
|
{
|
|
//central game screen change logic.
|
|
if (!show)
|
|
{
|
|
hideAllOverlays();
|
|
musicController.State = Visibility.Hidden;
|
|
Toolbar.State = Visibility.Hidden;
|
|
}
|
|
else
|
|
Toolbar.State = Visibility.Visible;
|
|
};
|
|
}
|
|
|
|
private void forwardLoggedErrorsToNotifications()
|
|
{
|
|
int recentErrorCount = 0;
|
|
|
|
const double debounce = 5000;
|
|
|
|
Logger.NewEntry += entry =>
|
|
{
|
|
if (entry.Level < LogLevel.Error || entry.Target == null) return;
|
|
|
|
if (recentErrorCount < 2)
|
|
{
|
|
notifications.Post(new SimpleNotification
|
|
{
|
|
Icon = FontAwesome.fa_bomb,
|
|
Text = (recentErrorCount == 0 ? entry.Message : "Subsequent errors occurred and have been logged.") + "\nClick to view log files.",
|
|
Activated = () =>
|
|
{
|
|
Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer();
|
|
return true;
|
|
}
|
|
});
|
|
}
|
|
|
|
Interlocked.Increment(ref recentErrorCount);
|
|
|
|
Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentErrorCount), debounce);
|
|
};
|
|
}
|
|
|
|
private Task asyncLoadStream;
|
|
private int visibleOverlayCount;
|
|
|
|
private void loadComponentSingleFile<T>(T d, Action<T> add)
|
|
where T : Drawable
|
|
{
|
|
var focused = d as FocusedOverlayContainer;
|
|
if (focused != null)
|
|
{
|
|
focused.StateChanged += s =>
|
|
{
|
|
visibleOverlayCount += s == Visibility.Visible ? 1 : -1;
|
|
screenStack.FadeColour(visibleOverlayCount > 0 ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
|
|
};
|
|
}
|
|
|
|
// 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(() => { asyncLoadStream = asyncLoadStream?.ContinueWith(t => LoadComponentAsync(d, add).Wait()) ?? LoadComponentAsync(d, add); });
|
|
}
|
|
|
|
public bool OnPressed(GlobalAction action)
|
|
{
|
|
if (intro == null) return false;
|
|
|
|
switch (action)
|
|
{
|
|
case GlobalAction.ToggleChat:
|
|
chat.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ToggleSocial:
|
|
social.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ResetInputSettings:
|
|
var sensitivity = frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity);
|
|
|
|
sensitivity.Disabled = false;
|
|
sensitivity.Value = 1;
|
|
sensitivity.Disabled = true;
|
|
|
|
frameworkConfig.Set(FrameworkSetting.ActiveInputHandlers, string.Empty);
|
|
return true;
|
|
case GlobalAction.ToggleToolbar:
|
|
Toolbar.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ToggleSettings:
|
|
settings.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ToggleDirect:
|
|
direct.ToggleVisibility();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool OnReleased(GlobalAction action) => false;
|
|
|
|
private Container mainContent;
|
|
|
|
private Container overlayContent;
|
|
|
|
private OsuScreen currentScreen;
|
|
private FrameworkConfigManager frameworkConfig;
|
|
|
|
private void hideAllOverlays()
|
|
{
|
|
settings.State = Visibility.Hidden;
|
|
chat.State = Visibility.Hidden;
|
|
direct.State = Visibility.Hidden;
|
|
social.State = Visibility.Hidden;
|
|
userProfile.State = Visibility.Hidden;
|
|
notifications.State = Visibility.Hidden;
|
|
}
|
|
|
|
protected override bool OnExiting()
|
|
{
|
|
if (screenStack.ChildScreen == null) return false;
|
|
|
|
if (intro == null) return true;
|
|
|
|
if (!intro.DidLoadMenu || intro.ChildScreen != null)
|
|
{
|
|
Scheduler.Add(intro.MakeCurrent);
|
|
return true;
|
|
}
|
|
|
|
return base.OnExiting();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Use to programatically exit the game as if the user was triggering via alt-f4.
|
|
/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
|
|
/// </summary>
|
|
public void GracefullyExit()
|
|
{
|
|
if (!OnExiting())
|
|
Exit();
|
|
else
|
|
Scheduler.AddDelayed(GracefullyExit, 2000);
|
|
}
|
|
|
|
protected override void UpdateAfterChildren()
|
|
{
|
|
base.UpdateAfterChildren();
|
|
|
|
// we only want to apply these restrictions when we are inside a screen stack.
|
|
// the use case for not applying is in visual/unit tests.
|
|
bool applyRestrictions = !currentScreen?.AllowBeatmapRulesetChange ?? false;
|
|
|
|
Ruleset.Disabled = applyRestrictions;
|
|
Beatmap.Disabled = applyRestrictions;
|
|
|
|
mainContent.Padding = new MarginPadding { Top = ToolbarOffset };
|
|
|
|
CursorVisualiser.CanShowCursor = currentScreen?.CursorVisible ?? false;
|
|
}
|
|
|
|
private void screenAdded(Screen newScreen)
|
|
{
|
|
currentScreen = (OsuScreen)newScreen;
|
|
|
|
newScreen.ModePushed += screenAdded;
|
|
newScreen.Exited += screenRemoved;
|
|
}
|
|
|
|
private void screenRemoved(Screen newScreen)
|
|
{
|
|
currentScreen = (OsuScreen)newScreen;
|
|
|
|
if (newScreen == null)
|
|
Exit();
|
|
}
|
|
}
|
|
}
|