osu/osu.Game/OsuGame.cs

1272 lines
51 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 System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Humanizer;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Collections;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.IO;
using osu.Game.Localisation;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Chat;
using osu.Game.Overlays;
using osu.Game.Overlays.Music;
using osu.Game.Overlays.Notifications;
using osu.Game.Overlays.Toolbar;
using osu.Game.Overlays.Volume;
using osu.Game.Performance;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Skinning;
using osu.Game.Skinning.Editor;
using osu.Game.Updater;
using osu.Game.Users;
using osu.Game.Utils;
using osuTK.Graphics;
using Sentry;
using Logger = osu.Framework.Logging.Logger;
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>, ILocalUserPlayInfo, IPerformFromScreenRunner, IOverlayManager
{
/// <summary>
/// The amount of global offset to apply when a left/right anchored overlay is displayed (ie. settings or notifications).
/// </summary>
protected const float SIDE_OVERLAY_OFFSET_RATIO = 0.05f;
public Toolbar Toolbar;
private ChatOverlay chatOverlay;
private ChannelManager channelManager;
[NotNull]
protected readonly NotificationOverlay Notifications = new NotificationOverlay();
private BeatmapListingOverlay beatmapListing;
private DashboardOverlay dashboard;
private NewsOverlay news;
private UserProfileOverlay userProfile;
private BeatmapSetOverlay beatmapSetOverlay;
private WikiOverlay wikiOverlay;
private ChangelogOverlay changelogOverlay;
private SkinEditorOverlay skinEditor;
private Container overlayContent;
private Container rightFloatingOverlayContent;
private Container leftFloatingOverlayContent;
private Container topMostOverlayContent;
protected ScalingContainer ScreenContainer { get; private set; }
protected Container ScreenOffsetContainer { get; private set; }
private Container overlayOffsetContainer;
[Resolved]
private FrameworkConfigManager frameworkConfig { get; set; }
[Cached]
private readonly DifficultyRecommender difficultyRecommender = new DifficultyRecommender();
[Cached]
private readonly LegacyImportManager legacyImportManager = new LegacyImportManager();
[Cached]
private readonly ScreenshotManager screenshotManager = new ScreenshotManager();
protected SentryLogger SentryLogger;
public virtual StableStorage GetStorageForStableInstall() => null;
private float toolbarOffset => (Toolbar?.Position.Y ?? 0) + (Toolbar?.DrawHeight ?? 0);
private IdleTracker idleTracker;
/// <summary>
/// Whether overlays should be able to be opened game-wide. Value is sourced from the current active screen.
/// </summary>
public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
/// <summary>
/// Whether the local user is currently interacting with the game in a way that should not be interrupted.
/// </summary>
/// <remarks>
/// This is exclusively managed by <see cref="Player"/>. If other components are mutating this state, a more
/// resilient method should be used to ensure correct state.
/// </remarks>
public Bindable<bool> LocalUserPlaying = new BindableBool();
protected OsuScreenStack ScreenStack;
protected BackButton BackButton;
protected SettingsOverlay Settings;
private FirstRunSetupOverlay firstRunOverlay;
private VolumeOverlay volume;
private OsuLogo osuLogo;
private MainMenu menuScreen;
private VersionManager versionManager;
[CanBeNull]
private IntroScreen introScreen;
private Bindable<string> configRuleset;
private Bindable<float> uiScale;
private Bindable<string> configSkin;
private readonly string[] args;
private readonly List<OsuFocusedOverlayContainer> focusedOverlays = new List<OsuFocusedOverlayContainer>();
private readonly List<OverlayContainer> externalOverlays = new List<OverlayContainer>();
private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
public OsuGame(string[] args = null)
{
this.args = args;
forwardLoggedErrorsToNotifications();
SentryLogger = new SentryLogger(this);
}
#region IOverlayManager
IBindable<OverlayActivation> IOverlayManager.OverlayActivationMode => OverlayActivationMode;
private void updateBlockingOverlayFade() =>
ScreenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
IDisposable IOverlayManager.RegisterBlockingOverlay(OverlayContainer overlayContainer)
{
if (overlayContainer.Parent != null)
throw new ArgumentException($@"Overlays registered via {nameof(IOverlayManager.RegisterBlockingOverlay)} should not be added to the scene graph.");
if (externalOverlays.Contains(overlayContainer))
throw new ArgumentException($@"{overlayContainer} has already been registered via {nameof(IOverlayManager.RegisterBlockingOverlay)} once.");
externalOverlays.Add(overlayContainer);
overlayContent.Add(overlayContainer);
if (overlayContainer is OsuFocusedOverlayContainer focusedOverlayContainer)
focusedOverlays.Add(focusedOverlayContainer);
return new InvokeOnDisposal(() => unregisterBlockingOverlay(overlayContainer));
}
void IOverlayManager.ShowBlockingOverlay(OverlayContainer overlay)
{
if (!visibleBlockingOverlays.Contains(overlay))
visibleBlockingOverlays.Add(overlay);
updateBlockingOverlayFade();
}
void IOverlayManager.HideBlockingOverlay(OverlayContainer overlay) => Schedule(() =>
{
visibleBlockingOverlays.Remove(overlay);
updateBlockingOverlayFade();
});
/// <summary>
/// Unregisters a blocking <see cref="OverlayContainer"/> that was not created by <see cref="OsuGame"/> itself.
/// </summary>
private void unregisterBlockingOverlay(OverlayContainer overlayContainer)
{
externalOverlays.Remove(overlayContainer);
if (overlayContainer is OsuFocusedOverlayContainer focusedOverlayContainer)
focusedOverlays.Remove(focusedOverlayContainer);
overlayContainer.Expire();
}
#endregion
/// <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 focusedOverlays)
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()
{
dependencies.CacheAs(this);
SentryLogger.AttachUser(API.LocalUser);
dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 });
// bind config int to database RulesetInfo
configRuleset = LocalConfig.GetBindable<string>(OsuSetting.Ruleset);
uiScale = LocalConfig.GetBindable<float>(OsuSetting.UIScale);
var preferredRuleset = int.TryParse(configRuleset.Value, out int rulesetId)
// int parsing can be removed 20220522
? RulesetStore.GetRuleset(rulesetId)
: RulesetStore.GetRuleset(configRuleset.Value);
try
{
Ruleset.Value = preferredRuleset ?? RulesetStore.AvailableRulesets.First();
}
catch (Exception e)
{
// on startup, a ruleset may be selected which has compatibility issues.
Logger.Error(e, $@"Failed to switch to preferred ruleset {preferredRuleset}.");
Ruleset.Value = RulesetStore.AvailableRulesets.First();
}
Ruleset.ValueChanged += r => configRuleset.Value = r.NewValue.ShortName;
// bind config int to database SkinInfo
configSkin = LocalConfig.GetBindable<string>(OsuSetting.Skin);
SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID.ToString();
configSkin.ValueChanged += skinId =>
{
Live<SkinInfo> skinInfo = null;
if (Guid.TryParse(skinId.NewValue, out var guid))
skinInfo = SkinManager.Query(s => s.ID == guid);
if (skinInfo == null)
{
if (guid == SkinInfo.CLASSIC_SKIN)
skinInfo = DefaultLegacySkin.CreateInfo().ToLiveUnmanaged();
}
SkinManager.CurrentSkinInfo.Value = skinInfo ?? DefaultSkin.CreateInfo().ToLiveUnmanaged();
};
configSkin.TriggerChange();
IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
SelectedMods.BindValueChanged(modsChanged);
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(() =>
{
string argString = link.Argument.ToString();
switch (link.Action)
{
case LinkAction.OpenBeatmap:
// TODO: proper query params handling
if (int.TryParse(argString.Contains('?') ? argString.Split('?')[0] : argString, out int beatmapId))
ShowBeatmap(beatmapId);
break;
case LinkAction.OpenBeatmapSet:
if (int.TryParse(argString, out int setId))
ShowBeatmapSet(setId);
break;
case LinkAction.OpenChannel:
ShowChannel(argString);
break;
case LinkAction.SearchBeatmapSet:
SearchBeatmapSet(argString);
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(argString);
break;
case LinkAction.OpenUserProfile:
if (!(link.Argument is IUser user))
{
user = int.TryParse(argString, out int userId)
? new APIUser { Id = userId }
: new APIUser { Username = argString };
}
ShowUser(user);
break;
case LinkAction.OpenWiki:
ShowWiki(argString);
break;
case LinkAction.OpenChangelog:
if (string.IsNullOrEmpty(argString))
ShowChangelogListing();
else
{
string[] changelogArgs = argString.Split("/");
ShowChangelogBuild(changelogArgs[0], changelogArgs[1]);
}
break;
default:
throw new NotImplementedException($"This {nameof(LinkAction)} ({link.Action.ToString()}) is missing an associated action.");
}
});
public void OpenUrlExternally(string url, bool bypassExternalUrlWarning = false) => waitForReady(() => externalLinkOpener, _ =>
{
if (url.StartsWith('/'))
url = $"{API.APIEndpointUrl}{url}";
externalLinkOpener.OpenUrlExternally(url, bypassExternalUrlWarning);
});
/// <summary>
/// Open a specific channel in chat.
/// </summary>
/// <param name="channel">The channel to display.</param>
public void ShowChannel(string channel) => waitForReady(() => channelManager, _ =>
{
try
{
channelManager.OpenChannel(channel);
}
catch (ChannelNotFoundException)
{
Logger.Log($"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="user">The user to display.</param>
public void ShowUser(IUser user) => waitForReady(() => userProfile, _ => userProfile.ShowUser(user));
/// <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>
/// Shows the beatmap listing overlay, with the given <paramref name="query"/> in the search box.
/// </summary>
/// <param name="query">The query to search for.</param>
public void SearchBeatmapSet(string query) => waitForReady(() => beatmapListing, _ => beatmapListing.ShowWithSearch(query));
/// <summary>
/// Show a wiki's page as an overlay
/// </summary>
/// <param name="path">The wiki page to show</param>
public void ShowWiki(string path) => waitForReady(() => wikiOverlay, _ => wikiOverlay.ShowPage(path));
/// <summary>
/// Show changelog listing overlay
/// </summary>
public void ShowChangelogListing() => waitForReady(() => changelogOverlay, _ => changelogOverlay.ShowListing());
/// <summary>
/// Show changelog's build as an overlay
/// </summary>
/// <param name="updateStream">The update stream name</param>
/// <param name="version">The build version of the update stream</param>
public void ShowChangelogBuild(string updateStream, string version) => waitForReady(() => changelogOverlay, _ => changelogOverlay.ShowBuild(updateStream, version));
/// <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>
/// <param name="difficultyCriteria">Optional predicate used to narrow the set of difficulties to select from when presenting.</param>
/// <remarks>
/// Among items satisfying the predicate, the order of preference is:
/// <list type="bullet">
/// <item>beatmap with recommended difficulty, as provided by <see cref="DifficultyRecommender"/>,</item>
/// <item>first beatmap from the current ruleset,</item>
/// <item>first beatmap from any ruleset.</item>
/// </list>
/// </remarks>
public void PresentBeatmap(IBeatmapSetInfo beatmap, Predicate<BeatmapInfo> difficultyCriteria = null)
{
Live<BeatmapSetInfo> databasedSet = null;
if (beatmap.OnlineID > 0)
databasedSet = BeatmapManager.QueryBeatmapSet(s => s.OnlineID == beatmap.OnlineID);
if (beatmap is BeatmapSetInfo localBeatmap)
databasedSet ??= BeatmapManager.QueryBeatmapSet(s => s.Hash == localBeatmap.Hash);
if (databasedSet == null)
{
Logger.Log("The requested beatmap could not be loaded.", LoggingTarget.Information);
return;
}
var detachedSet = databasedSet.PerformRead(s => s.Detach());
PerformFromScreen(screen =>
{
// Find beatmaps that match our predicate.
var beatmaps = detachedSet.Beatmaps.Where(b => difficultyCriteria?.Invoke(b) ?? true).ToList();
// Use all beatmaps if predicate matched nothing
if (beatmaps.Count == 0)
beatmaps = detachedSet.Beatmaps.ToList();
// Prefer recommended beatmap if recommendations are available, else fallback to a sane selection.
var selection = difficultyRecommender.GetRecommendedBeatmap(beatmaps)
?? beatmaps.FirstOrDefault(b => b.Ruleset.Equals(Ruleset.Value))
?? beatmaps.First();
if (screen is IHandlePresentBeatmap presentableScreen)
{
presentableScreen.PresentBeatmap(BeatmapManager.GetWorkingBeatmap(selection), selection.Ruleset);
}
else
{
Ruleset.Value = selection.Ruleset;
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(selection);
}
}, 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)
{
SentrySdk.ConfigureScope(scope =>
{
scope.Contexts[@"screen stack"] = new
{
Current = newScreen?.GetType().ReadableName(),
Previous = current?.GetType().ReadableName(),
};
scope.SetTag(@"screen", newScreen?.GetType().ReadableName() ?? @"none");
});
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;
}
}