osu/osu.Game/OsuGame.cs

958 lines
36 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Diagnostics;
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.Framework.Allocation;
using osu.Game.Overlays.Toolbar;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Development;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Platform;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
using osu.Game.Overlays.Notifications;
using osu.Game.Screens.Play;
using osu.Game.Input.Bindings;
using osu.Game.Online.Chat;
using osu.Game.Skinning;
using osuTK.Graphics;
using osu.Game.Overlays.Volume;
using osu.Game.Scoring;
using osu.Game.Screens.Select;
using osu.Game.Utils;
using LogLevel = osu.Framework.Logging.LogLevel;
namespace osu.Game
{
/// <summary>
/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
/// for initial components that are generally retrieved via DI.
/// </summary>
public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
{
public Toolbar Toolbar;
private ChatOverlay chatOverlay;
private ChannelManager channelManager;
private NotificationOverlay notifications;
private DirectOverlay direct;
private SocialOverlay social;
private UserProfileOverlay userProfile;
private BeatmapSetOverlay beatmapSetOverlay;
[Cached]
private readonly ScreenshotManager screenshotManager = new ScreenshotManager();
protected SentryLogger SentryLogger;
public virtual Storage GetStorageForStableInstall() => null;
public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
private IdleTracker idleTracker;
public readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
protected OsuScreenStack ScreenStack;
protected BackButton BackButton;
protected SettingsPanel Settings;
private VolumeOverlay volume;
private OsuLogo osuLogo;
private MainMenu menuScreen;
private IntroScreen introScreen;
private Bindable<int> configRuleset;
private Bindable<int> configSkin;
private readonly string[] args;
private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
public OsuGame(string[] args = null)
{
this.args = args;
forwardLoggedErrorsToNotifications();
SentryLogger = new SentryLogger(this);
}
private void updateBlockingOverlayFade() =>
screenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
public void AddBlockingOverlay(OverlayContainer overlay)
{
if (!visibleBlockingOverlays.Contains(overlay))
visibleBlockingOverlays.Add(overlay);
updateBlockingOverlayFade();
}
public void RemoveBlockingOverlay(OverlayContainer overlay)
{
visibleBlockingOverlays.Remove(overlay);
updateBlockingOverlayFade();
}
/// <summary>
/// Close all game-wide overlays.
/// </summary>
/// <param name="hideToolbar">Whether the toolbar should also be hidden.</param>
public void CloseAllOverlays(bool hideToolbar = true)
{
foreach (var overlay in overlays)
overlay.Hide();
if (hideToolbar) Toolbar.Hide();
}
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
[BackgroundDependencyLoader]
private void load(FrameworkConfigManager frameworkConfig)
{
this.frameworkConfig = frameworkConfig;
if (!Host.IsPrimaryInstance && !DebugUtils.IsDebugBuild)
{
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(@"-")).ToArray();
if (paths.Length > 0)
Task.Run(() => Import(paths));
}
dependencies.CacheAs(this);
dependencies.Cache(SentryLogger);
dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 });
// bind config int to database RulesetInfo
configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
Ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
Ruleset.ValueChanged += r => configRuleset.Value = r.NewValue.ID ?? 0;
// bind config int to database SkinInfo
configSkin = LocalConfig.GetBindable<int>(OsuSetting.Skin);
SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID;
configSkin.ValueChanged += skinId =>
{
var skinInfo = SkinManager.Query(s => s.ID == skinId.NewValue);
if (skinInfo == null)
{
switch (skinId.NewValue)
{
case -1:
skinInfo = DefaultLegacySkin.Info;
break;
default:
skinInfo = SkinInfo.Default;
break;
}
}
SkinManager.CurrentSkinInfo.Value = skinInfo;
};
configSkin.TriggerChange();
IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
Beatmap.BindValueChanged(beatmapChanged, true);
}
private ExternalLinkOpener externalLinkOpener;
/// <summary>
/// Handle an arbitrary URL. Displays via in-game overlays where possible.
/// This can be called from a non-thread-safe non-game-loaded state.
/// </summary>
/// <param name="url">The URL to load.</param>
public void HandleLink(string url) => HandleLink(MessageFormatter.GetLinkDetails(url));
/// <summary>
/// Handle a specific <see cref="LinkDetails"/>.
/// This can be called from a non-thread-safe non-game-loaded state.
/// </summary>
/// <param name="link">The link to load.</param>
public void HandleLink(LinkDetails link) => Schedule(() =>
{
switch (link.Action)
{
case LinkAction.OpenBeatmap:
// TODO: proper query params handling
if (link.Argument != null && int.TryParse(link.Argument.Contains('?') ? link.Argument.Split('?')[0] : link.Argument, out int beatmapId))
ShowBeatmap(beatmapId);
break;
case LinkAction.OpenBeatmapSet:
if (int.TryParse(link.Argument, out int setId))
ShowBeatmapSet(setId);
break;
case LinkAction.OpenChannel:
ShowChannel(link.Argument);
break;
case LinkAction.OpenEditorTimestamp:
case LinkAction.JoinMultiplayerMatch:
case LinkAction.Spectate:
waitForReady(() => notifications, _ => notifications?.Post(new SimpleNotification
{
Text = @"This link type is not yet supported!",
Icon = FontAwesome.Solid.LifeRing,
}));
break;
case LinkAction.External:
OpenUrlExternally(link.Argument);
break;
case LinkAction.OpenUserProfile:
if (long.TryParse(link.Argument, out long userId))
ShowUser(userId);
break;
default:
throw new NotImplementedException($"This {nameof(LinkAction)} ({link.Action.ToString()}) is missing an associated action.");
}
});
public void OpenUrlExternally(string url) => waitForReady(() => externalLinkOpener, _ =>
{
if (url.StartsWith("/"))
url = $"{API.Endpoint}{url}";
externalLinkOpener.OpenUrlExternally(url);
});
/// <summary>
/// Open a specific channel in chat.
/// </summary>
/// <param name="channel">The channel to display.</param>
public void ShowChannel(string channel) => waitForReady(() => channelManager, _ =>
{
try
{
channelManager.OpenChannel(channel);
}
catch (ChannelNotFoundException)
{
Logger.Log($"The requested channel \"{channel}\" does not exist");
}
});
/// <summary>
/// Show a beatmap set as an overlay.
/// </summary>
/// <param name="setId">The set to display.</param>
public void ShowBeatmapSet(int setId) => waitForReady(() => beatmapSetOverlay, _ => beatmapSetOverlay.FetchAndShowBeatmapSet(setId));
/// <summary>
/// Show a user's profile as an overlay.
/// </summary>
/// <param name="userId">The user to display.</param>
public void ShowUser(long userId) => waitForReady(() => userProfile, _ => userProfile.ShowUser(userId));
/// <summary>
/// Show a beatmap's set as an overlay, displaying the given beatmap.
/// </summary>
/// <param name="beatmapId">The beatmap to show.</param>
public void ShowBeatmap(int beatmapId) => waitForReady(() => beatmapSetOverlay, _ => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId));
/// <summary>
/// Present a beatmap at song select immediately.
/// The user should have already requested this interactively.
/// </summary>
/// <param name="beatmap">The beatmap to select.</param>
public void PresentBeatmap(BeatmapSetInfo beatmap)
{
var databasedSet = beatmap.OnlineBeatmapSetID != null
? BeatmapManager.QueryBeatmapSet(s => s.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID)
: BeatmapManager.QueryBeatmapSet(s => s.Hash == beatmap.Hash);
if (databasedSet == null)
{
Logger.Log("The requested beatmap could not be loaded.", LoggingTarget.Information);
return;
}
performFromMainMenu(() =>
{
// we might already be at song select, so a check is required before performing the load to solo.
if (menuScreen.IsCurrentScreen())
menuScreen.LoadToSolo();
// we might even already be at the song
if (Beatmap.Value.BeatmapSetInfo.Hash == databasedSet.Hash)
{
return;
}
// Use first beatmap available for current ruleset, else switch ruleset.
var first = databasedSet.Beatmaps.Find(b => b.Ruleset.Equals(Ruleset.Value)) ?? databasedSet.Beatmaps.First();
Ruleset.Value = first.Ruleset;
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first);
}, $"load {beatmap}", bypassScreenAllowChecks: true, targetScreen: typeof(PlaySongSelect));
}
/// <summary>
/// Present a score's replay immediately.
/// The user should have already requested this interactively.
/// </summary>
public void PresentScore(ScoreInfo score)
{
// 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.
var databasedScoreInfo = score.OnlineScoreID != null
? ScoreManager.Query(s => s.OnlineScoreID == score.OnlineScoreID)
: ScoreManager.Query(s => s.Hash == score.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.Beatmap.ID);
if (databasedBeatmap == null)
{
Logger.Log("Tried to load a score for a beatmap we don't have!", LoggingTarget.Information);
return;
}
performFromMainMenu(() =>
{
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap);
menuScreen.Push(new ReplayPlayerLoader(databasedScore));
}, $"watch {databasedScoreInfo}", bypassScreenAllowChecks: true);
}
protected virtual Loader CreateLoader() => new Loader();
protected override Container CreateScalingContainer() => new ScalingContainer(ScalingMode.Everything);
#region Beatmap progression
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
{
var nextBeatmap = beatmap.NewValue;
if (nextBeatmap?.Track != null)
nextBeatmap.Track.Completed += currentTrackCompleted;
using (var oldBeatmap = beatmap.OldValue)
{
if (oldBeatmap?.Track != null)
oldBeatmap.Track.Completed -= currentTrackCompleted;
}
nextBeatmap?.LoadBeatmapAsync();
}
private void currentTrackCompleted()
{
if (!Beatmap.Value.Track.Looping && !Beatmap.Disabled)
musicController.NextTrack();
}
#endregion
private ScheduledDelegate performFromMainMenuTask;
/// <summary>
/// Perform an action only after returning to the main menu.
/// Eagerly tries to exit the current screen until it succeeds.
/// </summary>
/// <param name="action">The action to perform once we are in the correct state.</param>
/// <param name="taskName">The task name to display in a notification (if we can't immediately reach the main menu state).</param>
/// <param name="targetScreen">An optional target screen type. If this screen is already current we can immediately perform the action without returning to the menu.</param>
/// <param name="bypassScreenAllowChecks">Whether checking <see cref="IOsuScreen.AllowExternalScreenChange"/> should be bypassed.</param>
private void performFromMainMenu(Action action, string taskName, Type targetScreen = null, bool bypassScreenAllowChecks = false)
{
performFromMainMenuTask?.Cancel();
// if the current screen does not allow screen changing, give the user an option to try again later.
if (!bypassScreenAllowChecks && (ScreenStack.CurrentScreen as IOsuScreen)?.AllowExternalScreenChange == false)
{
notifications.Post(new SimpleNotification
{
Text = $"Click here to {taskName}",
Activated = () =>
{
performFromMainMenu(action, taskName, targetScreen, true);
return true;
}
});
return;
}
CloseAllOverlays(false);
// we may already be at the target screen type.
if (targetScreen != null && ScreenStack.CurrentScreen?.GetType() == targetScreen)
{
action();
return;
}
// all conditions have been met to continue with the action.
if (menuScreen?.IsCurrentScreen() == true && !Beatmap.Disabled)
{
action();
return;
}
// menuScreen may not be initialised yet (null check required).
menuScreen?.MakeCurrent();
performFromMainMenuTask = Schedule(() => performFromMainMenu(action, taskName));
}
/// <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 void LoadComplete()
{
base.LoadComplete();
// 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);
SkinManager.GetStableStorage = GetStorageForStableInstall;
BeatmapManager.PostNotification = n => notifications?.Post(n);
BeatmapManager.GetStableStorage = GetStorageForStableInstall;
BeatmapManager.PresentImport = items => PresentBeatmap(items.First());
ScoreManager.PostNotification = n => notifications?.Post(n);
ScoreManager.GetStableStorage = GetStorageForStableInstall;
ScoreManager.PresentImport = items => PresentScore(items.First());
Container logoContainer;
BackButton.Receptor receptor;
dependencies.CacheAs(idleTracker = new GameIdleTracker(6000));
AddRange(new Drawable[]
{
new VolumeControlReceptor
{
RelativeSizeAxes = Axes.Both,
ActionRequested = action => volume.Adjust(action),
ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
},
screenContainer = new ScalingContainer(ScalingMode.ExcludeOverlays)
{
RelativeSizeAxes = Axes.Both,
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 as IOsuScreen)?.AllowBackButton == true)
ScreenStack.Exit();
}
},
logoContainer = new Container { RelativeSizeAxes = Axes.Both },
}
},
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
});
ScreenStack.ScreenPushed += screenPushed;
ScreenStack.ScreenExited += screenExited;
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);
loadComponentSingleFile(new OnScreenDisplay(), Add, true);
loadComponentSingleFile(musicController = new MusicController(), Add, true);
loadComponentSingleFile(notifications = new NotificationOverlay
{
GetToolbarHeight = () => ToolbarOffset,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, rightFloatingOverlayContent.Add, true);
loadComponentSingleFile(screenshotManager, Add);
//overlay elements
loadComponentSingleFile(direct = new DirectOverlay(), overlayContent.Add, true);
loadComponentSingleFile(social = new SocialOverlay(), overlayContent.Add, true);
loadComponentSingleFile(channelManager = new ChannelManager(), AddInternal, true);
loadComponentSingleFile(chatOverlay = new ChatOverlay(), overlayContent.Add, true);
loadComponentSingleFile(Settings = new SettingsOverlay { GetToolbarHeight = () => ToolbarOffset }, leftFloatingOverlayContent.Add, true);
var changelogOverlay = loadComponentSingleFile(new ChangelogOverlay(), overlayContent.Add, true);
loadComponentSingleFile(userProfile = new UserProfileOverlay(), overlayContent.Add, true);
loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay(), overlayContent.Add, true);
loadComponentSingleFile(new LoginOverlay
{
GetToolbarHeight = () => ToolbarOffset,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, rightFloatingOverlayContent.Add, true);
loadComponentSingleFile(new NowPlayingOverlay
{
GetToolbarHeight = () => ToolbarOffset,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, rightFloatingOverlayContent.Add, true);
loadComponentSingleFile(new AccountCreationOverlay(), topMostOverlayContent.Add, true);
loadComponentSingleFile(new DialogOverlay(), topMostOverlayContent.Add, true);
loadComponentSingleFile(externalLinkOpener = new ExternalLinkOpener(), topMostOverlayContent.Add);
chatOverlay.State.ValueChanged += state => channelManager.HighPollRate.Value = state.NewValue == Visibility.Visible;
Add(externalLinkOpener = new ExternalLinkOpener());
// side overlays which cancel each other.
var singleDisplaySideOverlays = new OverlayContainer[] { Settings, notifications };
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) return;
informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
};
}
// ensure only one of these overlays are open at once.
var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct, changelogOverlay };
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) return;
singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
};
}
OverlayActivationMode.ValueChanged += mode =>
{
if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
};
void updateScreenOffset()
{
float offset = 0;
if (Settings.State.Value == Visibility.Visible)
offset += ToolbarButton.WIDTH / 2;
if (notifications.State.Value == Visibility.Visible)
offset -= ToolbarButton.WIDTH / 2;
screenContainer.MoveToX(offset, SettingsPanel.TRANSITION_LENGTH, Easing.OutQuint);
}
Settings.State.ValueChanged += _ => updateScreenOffset();
notifications.State.ValueChanged += _ => updateScreenOffset();
}
public class GameIdleTracker : IdleTracker
{
private InputManager inputManager;
public GameIdleTracker(int time)
: base(time)
{
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
protected override bool AllowIdle => inputManager.FocusedDrawable == null;
}
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 SimpleNotification
{
Icon = entry.Level == LogLevel.Important ? FontAwesome.Solid.ExclamationCircle : FontAwesome.Solid.Bomb,
Text = entry.Message + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty),
}));
}
else if (recentLogCount == short_term_display_limit)
{
Schedule(() => notifications.Post(new SimpleNotification
{
Icon = FontAwesome.Solid.EllipsisH,
Text = "Subsequent messages have been logged. Click to view log files.",
Activated = () =>
{
Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer();
return true;
}
}));
}
Interlocked.Increment(ref recentLogCount);
Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce);
};
}
private Task asyncLoadStream;
private T loadComponentSingleFile<T>(T d, Action<T> add, bool cache = false)
where T : Drawable
{
if (cache)
dependencies.Cache(d);
if (d is OverlayContainer overlay)
overlays.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;
try
{
Logger.Log($"Loading {d}...", level: LogLevel.Debug);
// 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(d, add));
Scheduler.Add(del);
// The delegate won't complete if OsuGame has been disposed in the meantime
while (!IsDisposed && !del.Completed)
await Task.Delay(10);
// Either we're disposed or the load process has started successfully
if (IsDisposed)
return;
Debug.Assert(task != null);
await task;
Logger.Log($"Loaded {d}!", level: LogLevel.Debug);
}
catch (OperationCanceledException)
{
}
});
});
return d;
}
public bool OnPressed(GlobalAction action)
{
if (introScreen == null) return false;
switch (action)
{
case GlobalAction.ToggleChat:
chatOverlay.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.IgnoredInputHandlers, string.Empty);
frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
return true;
case GlobalAction.ToggleToolbar:
Toolbar.ToggleVisibility();
return true;
case GlobalAction.ToggleSettings:
Settings.ToggleVisibility();
return true;
case GlobalAction.ToggleDirect:
direct.ToggleVisibility();
return true;
case GlobalAction.ToggleGameplayMouseButtons:
LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
return true;
}
return false;
}
#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 bool OnReleased(GlobalAction action) => false;
private Container overlayContent;
private Container rightFloatingOverlayContent;
private Container leftFloatingOverlayContent;
private Container topMostOverlayContent;
private FrameworkConfigManager frameworkConfig;
private ScalingContainer screenContainer;
private MusicController musicController;
protected override bool OnExiting()
{
if (ScreenStack.CurrentScreen is Loader)
return false;
if (introScreen == null)
return true;
if (!introScreen.DidLoadMenu || !(ScreenStack.CurrentScreen is IntroScreen))
{
Scheduler.Add(introScreen.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();
screenContainer.Padding = new MarginPadding { Top = ToolbarOffset };
overlayContent.Padding = new MarginPadding { Top = ToolbarOffset };
MenuCursorContainer.CanShowCursor = (ScreenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false;
}
protected virtual void ScreenChanged(IScreen current, IScreen newScreen)
{
switch (newScreen)
{
case IntroScreen intro:
introScreen = intro;
break;
case MainMenu menu:
menuScreen = menu;
break;
}
if (newScreen is IOsuScreen newOsuScreen)
{
OverlayActivationMode.Value = newOsuScreen.InitialOverlayActivationMode;
musicController.AllowRateAdjustments = newOsuScreen.AllowRateAdjustments;
if (newOsuScreen.HideOverlaysOnEnter)
CloseAllOverlays();
else
Toolbar.Show();
if (newOsuScreen.AllowBackButton)
BackButton.Show();
else
BackButton.Hide();
}
}
private void screenPushed(IScreen lastScreen, IScreen newScreen)
{
ScreenChanged(lastScreen, newScreen);
Logger.Log($"Screen changed → {newScreen}");
}
private void screenExited(IScreen lastScreen, IScreen newScreen)
{
ScreenChanged(lastScreen, newScreen);
Logger.Log($"Screen changed ← {newScreen}");
if (newScreen == null)
Exit();
}
}
}