mirror of https://github.com/ppy/osu
628 lines
22 KiB
C#
628 lines
22 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using ManagedBass.Fx;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Input;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Audio.Effects;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Users;
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using osu.Game.Utils;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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public partial class PlayerLoader : ScreenWithBeatmapBackground
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{
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protected const float BACKGROUND_BLUR = 15;
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protected const double CONTENT_OUT_DURATION = 300;
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protected virtual double PlayerPushDelay => 1800;
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public override bool HideOverlaysOnEnter => hideOverlays;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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// Here because IsHovered will not update unless we do so.
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public override bool HandlePositionalInput => true;
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// We show the previous screen status
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protected override UserActivity? InitialActivity => null;
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protected BeatmapMetadataDisplay MetadataInfo { get; private set; } = null!;
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/// <summary>
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/// A fill flow containing the player settings groups, exposed for the ability to hide it from inheritors of the player loader.
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/// </summary>
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protected FillFlowContainer<PlayerSettingsGroup> PlayerSettings { get; private set; } = null!;
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protected VisualSettings VisualSettings { get; private set; } = null!;
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protected AudioSettings AudioSettings { get; private set; } = null!;
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protected Task? LoadTask { get; private set; }
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protected Task? DisposalTask { get; private set; }
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private OsuScrollContainer settingsScroll = null!;
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private bool backgroundBrightnessReduction;
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private readonly BindableDouble volumeAdjustment = new BindableDouble(1);
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private AudioFilter lowPassFilter = null!;
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private AudioFilter highPassFilter = null!;
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[Cached]
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private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
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protected bool BackgroundBrightnessReduction
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{
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set
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{
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if (value == backgroundBrightnessReduction)
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return;
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backgroundBrightnessReduction = value;
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ApplyToBackground(b => b.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200));
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}
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}
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private bool readyForPush =>
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!playerConsumed
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// don't push unless the player is completely loaded
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&& CurrentPlayer?.LoadState == LoadState.Ready
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// don't push unless the player is ready to start gameplay
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&& ReadyForGameplay;
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protected virtual bool ReadyForGameplay =>
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// not ready if the user is hovering one of the panes, unless they are idle.
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(IsHovered || idleTracker.IsIdle.Value)
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// not ready if the user is dragging a slider or otherwise.
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&& inputManager.DraggedDrawable == null
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// not ready if a focused overlay is visible, like settings.
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&& inputManager.FocusedDrawable == null;
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private readonly Func<Player> createPlayer;
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/// <summary>
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/// The <see cref="Player"/> instance being loaded by this screen.
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/// </summary>
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public Player? CurrentPlayer { get; private set; }
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/// <summary>
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/// Whether the current player instance has been consumed via <see cref="consumePlayer"/>.
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/// </summary>
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private bool playerConsumed;
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private LogoTrackingContainer content = null!;
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private bool hideOverlays;
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private InputManager inputManager = null!;
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private IdleTracker idleTracker = null!;
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private ScheduledDelegate? scheduledPushPlayer;
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private EpilepsyWarning? epilepsyWarning;
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private bool quickRestart;
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[Resolved(CanBeNull = true)]
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private INotificationOverlay? notificationOverlay { get; set; }
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[Resolved(CanBeNull = true)]
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private VolumeOverlay? volumeOverlay { get; set; }
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[Resolved]
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private AudioManager audioManager { get; set; } = null!;
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[Resolved(CanBeNull = true)]
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private BatteryInfo? batteryInfo { get; set; }
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public PlayerLoader(Func<Player> createPlayer)
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{
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this.createPlayer = createPlayer;
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}
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[BackgroundDependencyLoader]
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private void load(SessionStatics sessionStatics, AudioManager audio)
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{
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muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
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batteryWarningShownOnce = sessionStatics.GetBindable<bool>(Static.LowBatteryNotificationShownOnce);
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const float padding = 25;
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InternalChildren = new Drawable[]
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{
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(content = new LogoTrackingContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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}).WithChildren(new Drawable[]
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{
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MetadataInfo = new BeatmapMetadataDisplay(Beatmap.Value, Mods, content.LogoFacade)
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{
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Alpha = 0,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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}),
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settingsScroll = new OsuScrollContainer
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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RelativeSizeAxes = Axes.Y,
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Width = SettingsToolboxGroup.CONTAINER_WIDTH + padding * 2,
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Padding = new MarginPadding { Vertical = padding },
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Masking = false,
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Child = PlayerSettings = new FillFlowContainer<PlayerSettingsGroup>
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 20),
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Padding = new MarginPadding { Horizontal = padding },
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Children = new PlayerSettingsGroup[]
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{
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VisualSettings = new VisualSettings(),
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AudioSettings = new AudioSettings(),
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new InputSettings()
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}
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},
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},
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idleTracker = new IdleTracker(750),
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lowPassFilter = new AudioFilter(audio.TrackMixer),
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highPassFilter = new AudioFilter(audio.TrackMixer, BQFType.HighPass)
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};
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if (Beatmap.Value.BeatmapInfo.EpilepsyWarning)
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{
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AddInternal(epilepsyWarning = new EpilepsyWarning
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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}
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#region Screen handling
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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ApplyToBackground(b =>
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{
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if (epilepsyWarning != null)
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epilepsyWarning.DimmableBackground = b;
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});
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Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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// Start off-screen.
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settingsScroll.MoveToX(settingsScroll.DrawWidth);
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content.ScaleTo(0.7f);
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contentIn();
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MetadataInfo.Delay(750).FadeIn(500);
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// after an initial delay, start the debounced load check.
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// this will continue to execute even after resuming back on restart.
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Scheduler.Add(new ScheduledDelegate(pushWhenLoaded, Clock.CurrentTime + PlayerPushDelay, 0));
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showMuteWarningIfNeeded();
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showBatteryWarningIfNeeded();
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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base.OnResuming(e);
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Debug.Assert(CurrentPlayer != null);
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var lastScore = CurrentPlayer.Score;
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AudioSettings.ReferenceScore.Value = lastScore?.ScoreInfo;
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// prepare for a retry.
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CurrentPlayer = null;
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playerConsumed = false;
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cancelLoad();
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contentIn();
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}
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public override void OnSuspending(ScreenTransitionEvent e)
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{
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base.OnSuspending(e);
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BackgroundBrightnessReduction = false;
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// we're moving to player, so a period of silence is upcoming.
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// stop the track before removing adjustment to avoid a volume spike.
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Beatmap.Value.Track.Stop();
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF);
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highPassFilter.CutoffTo(0);
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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cancelLoad();
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ContentOut();
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// If the load sequence was interrupted, the epilepsy warning may already be displayed (or in the process of being displayed).
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epilepsyWarning?.Hide();
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// Ensure the screen doesn't expire until all the outwards fade operations have completed.
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this.Delay(CONTENT_OUT_DURATION).FadeOut();
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ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
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BackgroundBrightnessReduction = false;
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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return base.OnExiting(e);
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}
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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const double duration = 300;
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if (!resuming) logo.MoveTo(new Vector2(0.5f), duration, Easing.OutQuint);
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logo.ScaleTo(new Vector2(0.15f), duration, Easing.OutQuint);
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logo.FadeIn(350);
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Scheduler.AddDelayed(() =>
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{
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if (this.IsCurrentScreen())
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content.StartTracking(logo, resuming ? 0 : 500, Easing.InOutExpo);
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}, resuming ? 0 : 500);
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}
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protected override void LogoExiting(OsuLogo logo)
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{
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base.LogoExiting(logo);
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content.StopTracking();
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}
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protected override void LogoSuspending(OsuLogo logo)
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{
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base.LogoSuspending(logo);
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content.StopTracking();
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logo
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.FadeOut(CONTENT_OUT_DURATION / 2, Easing.OutQuint)
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.ScaleTo(logo.Scale * 0.8f, CONTENT_OUT_DURATION * 2, Easing.OutQuint);
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}
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#endregion
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protected override void Update()
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{
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base.Update();
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if (!this.IsCurrentScreen())
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return;
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// We need to perform this check here rather than in OnHover as any number of children of VisualSettings
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// may also be handling the hover events.
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if (inputManager.HoveredDrawables.Contains(VisualSettings))
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{
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// Preview user-defined background dim and blur when hovered on the visual settings panel.
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ApplyToBackground(b =>
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{
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b.IgnoreUserSettings.Value = false;
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b.BlurAmount.Value = 0;
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});
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BackgroundBrightnessReduction = false;
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}
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else
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{
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ApplyToBackground(b =>
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{
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// Returns background dim and blur to the values specified by PlayerLoader.
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b.IgnoreUserSettings.Value = true;
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b.BlurAmount.Value = BACKGROUND_BLUR;
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});
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BackgroundBrightnessReduction = true;
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}
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}
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private Player consumePlayer()
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{
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Debug.Assert(!playerConsumed);
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Debug.Assert(CurrentPlayer != null);
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playerConsumed = true;
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return CurrentPlayer;
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}
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private void prepareNewPlayer()
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{
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if (!this.IsCurrentScreen())
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return;
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CurrentPlayer = createPlayer();
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CurrentPlayer.Configuration.AutomaticallySkipIntro |= quickRestart;
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CurrentPlayer.RestartCount = restartCount++;
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CurrentPlayer.RestartRequested = restartRequested;
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LoadTask = LoadComponentAsync(CurrentPlayer, _ =>
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{
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MetadataInfo.Loading = false;
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OnPlayerLoaded();
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});
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}
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protected virtual void OnPlayerLoaded()
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{
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}
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private void restartRequested(bool quickRestartRequested)
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{
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quickRestart = quickRestartRequested;
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hideOverlays = true;
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ValidForResume = true;
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}
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private void contentIn()
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{
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MetadataInfo.Loading = true;
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content.FadeInFromZero(400);
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content.ScaleTo(1, 650, Easing.OutQuint).Then().Schedule(prepareNewPlayer);
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settingsScroll.FadeInFromZero(500, Easing.Out)
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.MoveToX(0, 500, Easing.OutQuint);
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lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint);
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highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
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ApplyToBackground(b => b?.FadeColour(Color4.White, 800, Easing.OutQuint));
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}
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protected virtual void ContentOut()
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{
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// Ensure the logo is no longer tracking before we scale the content
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content.StopTracking();
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content.ScaleTo(0.7f, CONTENT_OUT_DURATION * 2, Easing.OutQuint);
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content.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint);
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settingsScroll.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint)
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.MoveToX(settingsScroll.DrawWidth, CONTENT_OUT_DURATION * 2, Easing.OutQuint);
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lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, CONTENT_OUT_DURATION);
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highPassFilter.CutoffTo(0, CONTENT_OUT_DURATION);
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}
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private void pushWhenLoaded()
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{
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if (!this.IsCurrentScreen()) return;
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if (!readyForPush)
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{
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// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
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// if we become unready for push during the delay.
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cancelLoad();
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return;
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}
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// if a push has already been scheduled, no further action is required.
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// this value is reset via cancelLoad() to allow a second usage of the same PlayerLoader screen.
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if (scheduledPushPlayer != null)
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return;
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scheduledPushPlayer = Scheduler.AddDelayed(() =>
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{
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// ensure that once we have reached this "point of no return", readyForPush will be false for all future checks (until a new player instance is prepared).
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var consumedPlayer = consumePlayer();
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ContentOut();
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TransformSequence<PlayerLoader> pushSequence = this.Delay(0);
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// only show if the warning was created (i.e. the beatmap needs it)
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// and this is not a restart of the map (the warning expires after first load).
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if (epilepsyWarning?.IsAlive == true)
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{
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const double epilepsy_display_length = 3000;
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pushSequence
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.Delay(CONTENT_OUT_DURATION)
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.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
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.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
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.Delay(epilepsy_display_length)
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.Schedule(() =>
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{
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epilepsyWarning.Hide();
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epilepsyWarning.Expire();
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})
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.Delay(EpilepsyWarning.FADE_DURATION);
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}
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else
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{
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// This goes hand-in-hand with the restoration of low pass filter in contentOut().
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this.TransformBindableTo(volumeAdjustment, 0, CONTENT_OUT_DURATION, Easing.OutCubic);
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}
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pushSequence.Schedule(() =>
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{
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if (!this.IsCurrentScreen()) return;
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LoadTask = null;
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// By default, we want to load the player and never be returned to.
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// Note that this may change if the player we load requested a re-run.
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ValidForResume = false;
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if (consumedPlayer.LoadedBeatmapSuccessfully)
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this.Push(consumedPlayer);
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else
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this.Exit();
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});
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}, 500);
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}
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private void cancelLoad()
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{
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scheduledPushPlayer?.Cancel();
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scheduledPushPlayer = null;
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}
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#region Disposal
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (isDisposing)
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{
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// if the player never got pushed, we should explicitly dispose it.
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DisposalTask = LoadTask?.ContinueWith(_ => CurrentPlayer?.Dispose());
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}
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}
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#endregion
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#region Mute warning
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private Bindable<bool> muteWarningShownOnce = null!;
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private int restartCount;
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private const double volume_requirement = 0.01;
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private void showMuteWarningIfNeeded()
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{
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if (!muteWarningShownOnce.Value)
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{
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// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
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if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= volume_requirement || audioManager.VolumeTrack.Value <= volume_requirement)
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{
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notificationOverlay?.Post(new MutedNotification());
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muteWarningShownOnce.Value = true;
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}
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}
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}
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private partial class MutedNotification : SimpleNotification
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{
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public override bool IsImportant => true;
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public MutedNotification()
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{
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Text = "Your game volume is too low to hear anything! Click here to restore it.";
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, AudioManager audioManager, INotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay)
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{
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Icon = FontAwesome.Solid.VolumeMute;
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IconContent.Colour = colours.RedDark;
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Activated = delegate
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{
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notificationOverlay.Hide();
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|
|
|
volumeOverlay.IsMuted.Value = false;
|
|
|
|
// Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes.
|
|
// Note that we only restore halfway to ensure the user isn't suddenly overloaded by unexpectedly high volume.
|
|
if (audioManager.Volume.Value <= volume_requirement)
|
|
audioManager.Volume.Value = 0.5f;
|
|
if (audioManager.VolumeTrack.Value <= volume_requirement)
|
|
audioManager.VolumeTrack.Value = 0.5f;
|
|
|
|
return true;
|
|
};
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Low battery warning
|
|
|
|
private const double low_battery_threshold = 0.25;
|
|
|
|
private Bindable<bool> batteryWarningShownOnce = null!;
|
|
|
|
private void showBatteryWarningIfNeeded()
|
|
{
|
|
if (batteryInfo == null) return;
|
|
|
|
if (!batteryWarningShownOnce.Value)
|
|
{
|
|
if (batteryInfo.OnBattery && batteryInfo.ChargeLevel <= low_battery_threshold)
|
|
{
|
|
notificationOverlay?.Post(new BatteryWarningNotification());
|
|
batteryWarningShownOnce.Value = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
private partial class BatteryWarningNotification : SimpleNotification
|
|
{
|
|
public override bool IsImportant => true;
|
|
|
|
public BatteryWarningNotification()
|
|
{
|
|
Text = "Your battery level is low! Charge your device to prevent interruptions during gameplay.";
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuColour colours, INotificationOverlay notificationOverlay)
|
|
{
|
|
Icon = FontAwesome.Solid.BatteryQuarter;
|
|
IconContent.Colour = colours.RedDark;
|
|
|
|
Activated = delegate
|
|
{
|
|
notificationOverlay.Hide();
|
|
return true;
|
|
};
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|