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osu-lazer/osu.Game/OsuGame.cs

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// 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.
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using System;
using System.Collections.Generic;
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;
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using osuTK;
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using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Audio;
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using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Platform;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
using osu.Game.Input;
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using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Screens.Play;
using osu.Game.Input.Bindings;
using osu.Game.Online.Chat;
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using osu.Game.Rulesets.Mods;
using osu.Game.Skinning;
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using osuTK.Graphics;
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using osu.Game.Overlays.Volume;
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using osu.Game.Scoring;
using osu.Game.Screens.Select;
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using osu.Game.Utils;
using LogLevel = osu.Framework.Logging.LogLevel;
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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;
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private MusicController musicController;
private NotificationOverlay notifications;
private DialogOverlay dialogOverlay;
private AccountCreationOverlay accountCreation;
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private DirectOverlay direct;
private SocialOverlay social;
private UserProfileOverlay userProfile;
private BeatmapSetOverlay beatmapSetOverlay;
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[Cached]
private readonly ScreenshotManager screenshotManager = new ScreenshotManager();
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protected RavenLogger RavenLogger;
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public virtual Storage GetStorageForStableInstall() => null;
public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
private IdleTracker idleTracker;
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public readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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private BackgroundScreenStack backgroundStack;
private ParallaxContainer backgroundParallax;
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private ScreenStack screenStack;
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private VolumeOverlay volume;
private OnScreenDisplay onscreenDisplay;
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private OsuLogo osuLogo;
private MainMenu menuScreen;
private Intro introScreen;
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private Bindable<int> configRuleset;
private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
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private Bindable<int> configSkin;
private readonly string[] args;
private SettingsOverlay settings;
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private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
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// todo: move this to SongSelect once Screen has the ability to unsuspend.
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[Cached]
[Cached(Type = typeof(IBindable<IEnumerable<Mod>>))]
private readonly Bindable<IEnumerable<Mod>> selectedMods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
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public OsuGame(string[] args = null)
{
this.args = args;
forwardLoggedErrorsToNotifications();
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RavenLogger = new RavenLogger(this);
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}
public void ToggleSettings() => settings.ToggleVisibility();
public void ToggleDirect() => direct.ToggleVisibility();
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/// <summary>
/// Close all game-wide overlays.
/// </summary>
/// <param name="toolbar">Whether the toolbar should also be hidden.</param>
public void CloseAllOverlays(bool toolbar = true)
{
foreach (var overlay in overlays)
overlay.State = Visibility.Hidden;
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if (toolbar) Toolbar.State = Visibility.Hidden;
}
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[BackgroundDependencyLoader]
private void load(FrameworkConfigManager frameworkConfig)
{
this.frameworkConfig = frameworkConfig;
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ScoreManager.ItemAdded += (score, _, silent) => Schedule(() => LoadScore(score, silent));
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if (!Host.IsPrimaryInstance)
{
Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error);
Environment.Exit(0);
}
if (args?.Length > 0)
{
var paths = args.Where(a => !a.StartsWith(@"-")).ToArray();
if (paths.Length > 0)
Task.Run(() => Import(paths));
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}
dependencies.CacheAs(this);
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dependencies.Cache(RavenLogger);
dependencies.CacheAs(ruleset);
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dependencies.CacheAs<IBindable<RulesetInfo>>(ruleset);
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dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 });
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// 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;
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// bind config int to database SkinInfo
configSkin = LocalConfig.GetBindable<int>(OsuSetting.Skin);
SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID;
configSkin.ValueChanged += skinId => SkinManager.CurrentSkinInfo.Value = SkinManager.Query(s => s.ID == skinId.NewValue) ?? SkinInfo.Default;
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configSkin.TriggerChange();
LocalConfig.BindWith(OsuSetting.VolumeInactive, inactiveVolumeAdjust);
IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
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}
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private ExternalLinkOpener externalLinkOpener;
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public void OpenUrlExternally(string url)
{
if (url.StartsWith("/"))
url = $"{API.Endpoint}{url}";
externalLinkOpener.OpenUrlExternally(url);
}
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private ScheduledDelegate scoreLoad;
/// <summary>
/// Show a beatmap set as an overlay.
/// </summary>
/// <param name="setId">The set to display.</param>
public void ShowBeatmapSet(int setId) => beatmapSetOverlay.FetchAndShowBeatmapSet(setId);
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/// <summary>
/// Present a beatmap at song select.
/// </summary>
/// <param name="beatmap">The beatmap to select.</param>
public void PresentBeatmap(BeatmapSetInfo beatmap)
{
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if (menuScreen == null)
{
Schedule(() => PresentBeatmap(beatmap));
return;
}
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CloseAllOverlays(false);
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void setBeatmap()
{
if (Beatmap.Disabled)
{
Schedule(setBeatmap);
return;
}
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var databasedSet = beatmap.OnlineBeatmapSetID != null ? BeatmapManager.QueryBeatmapSet(s => s.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID) : BeatmapManager.QueryBeatmapSet(s => s.Hash == beatmap.Hash);
if (databasedSet != null)
{
// Use first beatmap available for current ruleset, else switch ruleset.
var first = databasedSet.Beatmaps.Find(b => b.Ruleset == ruleset.Value) ?? databasedSet.Beatmaps.First();
ruleset.Value = first.Ruleset;
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first);
}
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}
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switch (screenStack.CurrentScreen)
{
case SongSelect _:
break;
default:
// navigate to song select if we are not already there.
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menuScreen.MakeCurrent();
menuScreen.LoadToSolo();
break;
}
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setBeatmap();
}
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/// <summary>
/// Show a user's profile as an overlay.
/// </summary>
/// <param name="userId">The user to display.</param>
public void ShowUser(long userId) => 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) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
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protected void LoadScore(ScoreInfo score, bool silent)
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{
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if (silent)
return;
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scoreLoad?.Cancel();
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if (menuScreen == null)
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{
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scoreLoad = Schedule(() => LoadScore(score, false));
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return;
}
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var databasedScore = ScoreManager.GetScore(score);
var databasedScoreInfo = databasedScore.ScoreInfo;
if (databasedScore.Replay == null)
{
Logger.Log("The loaded score has no replay data.", LoggingTarget.Information);
return;
}
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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;
}
if ((screenStack.CurrentScreen as IOsuScreen)?.AllowExternalScreenChange == false)
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{
notifications.Post(new SimpleNotification
{
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Text = $"Click here to watch {databasedScoreInfo.User.Username} on {databasedScoreInfo.Beatmap}",
Activated = () =>
{
loadScore();
return true;
}
});
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return;
}
loadScore();
void loadScore()
{
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if (!menuScreen.IsCurrentScreen() || Beatmap.Disabled)
{
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menuScreen.MakeCurrent();
this.Delay(500).Schedule(loadScore, out scoreLoad);
return;
}
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ruleset.Value = databasedScoreInfo.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap);
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Beatmap.Value.Mods.Value = databasedScoreInfo.Mods;
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menuScreen.Push(new PlayerLoader(() => new ReplayPlayer(databasedScore)));
}
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}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
RavenLogger.Dispose();
}
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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.
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SkinManager.PostNotification = n => notifications?.Post(n);
SkinManager.GetStableStorage = GetStorageForStableInstall;
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BeatmapManager.PostNotification = n => notifications?.Post(n);
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BeatmapManager.GetStableStorage = GetStorageForStableInstall;
BeatmapManager.PresentBeatmap = PresentBeatmap;
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Container logoContainer;
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AddRange(new Drawable[]
{
new VolumeControlReceptor
{
RelativeSizeAxes = Axes.Both,
ActionRequested = action => volume.Adjust(action),
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ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
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},
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screenContainer = new ScalingContainer(ScalingMode.ExcludeOverlays)
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
backgroundParallax = new ParallaxContainer
{
RelativeSizeAxes = Axes.Both,
Child = backgroundStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both },
},
screenStack = new ScreenStack { RelativeSizeAxes = Axes.Both },
logoContainer = new Container { RelativeSizeAxes = Axes.Both },
}
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},
overlayContent = new Container
{
RelativeSizeAxes = Axes.Both,
},
floatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue },
idleTracker = new GameIdleTracker(6000)
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});
dependencies.Cache(backgroundStack);
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screenStack.ScreenPushed += screenPushed;
screenStack.ScreenExited += screenExited;
loadComponentSingleFile(osuLogo, logoContainer.Add);
loadComponentSingleFile(new Loader
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{
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RelativeSizeAxes = Axes.Both
}, screenStack.Push);
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loadComponentSingleFile(Toolbar = new Toolbar
{
Depth = -5,
OnHome = delegate
{
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CloseAllOverlays(false);
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menuScreen?.MakeCurrent();
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},
}, floatingOverlayContent.Add);
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loadComponentSingleFile(volume = new VolumeOverlay(), floatingOverlayContent.Add);
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loadComponentSingleFile(onscreenDisplay = new OnScreenDisplay(), Add);
loadComponentSingleFile(screenshotManager, Add);
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//overlay elements
loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, overlayContent.Add);
loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, overlayContent.Add);
loadComponentSingleFile(channelManager = new ChannelManager(), AddInternal);
loadComponentSingleFile(chatOverlay = new ChatOverlay { Depth = -1 }, overlayContent.Add);
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loadComponentSingleFile(settings = new MainSettings
{
GetToolbarHeight = () => ToolbarOffset,
Depth = -1
}, floatingOverlayContent.Add);
loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, overlayContent.Add);
loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, overlayContent.Add);
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loadComponentSingleFile(musicController = new MusicController
{
Depth = -5,
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Position = new Vector2(0, Toolbar.HEIGHT),
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, floatingOverlayContent.Add);
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loadComponentSingleFile(notifications = new NotificationOverlay
{
GetToolbarHeight = () => ToolbarOffset,
Depth = -4,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, floatingOverlayContent.Add);
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loadComponentSingleFile(accountCreation = new AccountCreationOverlay
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{
Depth = -6,
}, floatingOverlayContent.Add);
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loadComponentSingleFile(dialogOverlay = new DialogOverlay
{
Depth = -7,
}, floatingOverlayContent.Add);
loadComponentSingleFile(externalLinkOpener = new ExternalLinkOpener
{
Depth = -8,
}, floatingOverlayContent.Add);
dependencies.CacheAs(idleTracker);
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dependencies.Cache(settings);
dependencies.Cache(onscreenDisplay);
dependencies.Cache(social);
dependencies.Cache(direct);
dependencies.Cache(chatOverlay);
dependencies.Cache(channelManager);
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dependencies.Cache(userProfile);
dependencies.Cache(musicController);
dependencies.Cache(beatmapSetOverlay);
dependencies.Cache(notifications);
dependencies.Cache(dialogOverlay);
dependencies.Cache(accountCreation);
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chatOverlay.StateChanged += state => channelManager.HighPollRate.Value = state == Visibility.Visible;
Add(externalLinkOpener = new ExternalLinkOpener());
var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications };
overlays.AddRange(singleDisplaySideOverlays);
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foreach (var overlay in singleDisplaySideOverlays)
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{
overlay.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
singleDisplaySideOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
}
// 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 };
overlays.AddRange(informationalOverlays);
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foreach (var overlay in informationalOverlays)
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{
overlay.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
}
// ensure only one of these overlays are open at once.
var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct };
overlays.AddRange(singleDisplayOverlays);
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foreach (var overlay in singleDisplayOverlays)
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{
overlay.StateChanged += state =>
{
// informational overlays should be dismissed on a show or hide of a full overlay.
informationalOverlays.ForEach(o => o.Hide());
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if (state == Visibility.Hidden) return;
singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
}
OverlayActivationMode.ValueChanged += mode =>
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{
if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
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};
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void updateScreenOffset()
{
float offset = 0;
if (settings.State == Visibility.Visible)
offset += ToolbarButton.WIDTH / 2;
if (notifications.State == Visibility.Visible)
offset -= ToolbarButton.WIDTH / 2;
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screenContainer.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint);
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}
settings.StateChanged += _ => updateScreenOffset();
notifications.StateChanged += _ => updateScreenOffset();
}
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public class GameIdleTracker : IdleTracker
{
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private InputManager inputManager;
public GameIdleTracker(int time)
: base(time)
{
}
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protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
protected override bool AllowIdle => inputManager.FocusedDrawable == null;
}
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private void forwardLoggedErrorsToNotifications()
{
int recentLogCount = 0;
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const double debounce = 5000;
Logger.NewEntry += entry =>
{
if (entry.Level < LogLevel.Important || entry.Target == null) return;
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const int short_term_display_limit = 3;
if (recentLogCount < short_term_display_limit)
{
Schedule(() => notifications.Post(new SimpleNotification
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{
Icon = entry.Level == LogLevel.Important ? FontAwesome.fa_exclamation_circle : FontAwesome.fa_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.fa_ellipsis_h,
Text = "Subsequent messages have been logged. Click to view log files.",
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Activated = () =>
{
Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer();
return true;
}
}));
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}
Interlocked.Increment(ref recentLogCount);
Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce);
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};
}
private Task asyncLoadStream;
private int visibleOverlayCount;
private void loadComponentSingleFile<T>(T d, Action<T> add)
where T : Drawable
{
var focused = d as FocusedOverlayContainer;
if (focused != null)
{
focused.StateChanged += s =>
{
visibleOverlayCount += s == Visibility.Visible ? 1 : -1;
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screenContainer.FadeColour(visibleOverlayCount > 0 ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
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};
}
// 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.
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Schedule(() =>
{
var previousLoadStream = asyncLoadStream;
//chain with existing load stream
asyncLoadStream = Task.Run(async () =>
{
if (previousLoadStream != null)
await previousLoadStream;
try
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{
Logger.Log($"Loading {d}...", level: LogLevel.Debug);
await LoadComponentAsync(d, add);
Logger.Log($"Loaded {d}!", level: LogLevel.Debug);
}
catch (OperationCanceledException)
{
}
});
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});
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}
public bool OnPressed(GlobalAction action)
{
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if (introScreen == null) return false;
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switch (action)
{
case GlobalAction.ToggleChat:
chatOverlay.ToggleVisibility();
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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;
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frameworkConfig.Set(FrameworkSetting.IgnoredInputHandlers, string.Empty);
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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;
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case GlobalAction.ToggleGameplayMouseButtons:
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LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
return true;
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}
return false;
}
private readonly BindableDouble inactiveVolumeAdjust = new BindableDouble();
private void updateActiveState(bool isActive)
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{
if (isActive)
Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
else
Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
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}
public bool OnReleased(GlobalAction action) => false;
private Container overlayContent;
private Container floatingOverlayContent;
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private FrameworkConfigManager frameworkConfig;
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private ScalingContainer screenContainer;
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protected override bool OnExiting()
{
if (screenStack.CurrentScreen is Loader)
return false;
if (introScreen == null)
return true;
if (!introScreen.DidLoadMenu || !(screenStack.CurrentScreen is Intro))
{
Scheduler.Add(introScreen.MakeCurrent);
return true;
}
return base.OnExiting();
}
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/// <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();
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screenContainer.Padding = new MarginPadding { Top = ToolbarOffset };
overlayContent.Padding = new MarginPadding { Top = ToolbarOffset };
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MenuCursorContainer.CanShowCursor = (screenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false;
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}
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protected virtual void ScreenChanged(IScreen current, IScreen newScreen)
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{
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switch (newScreen)
{
case Intro intro:
introScreen = intro;
break;
case MainMenu menu:
menuScreen = menu;
break;
}
if (newScreen is IOsuScreen newOsuScreen)
{
backgroundParallax.ParallaxAmount = ParallaxContainer.DEFAULT_PARALLAX_AMOUNT * newOsuScreen.BackgroundParallaxAmount;
OverlayActivationMode.Value = newOsuScreen.InitialOverlayActivationMode;
if (newOsuScreen.HideOverlaysOnEnter)
CloseAllOverlays();
else
Toolbar.State = Visibility.Visible;
}
}
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private void screenPushed(IScreen lastScreen, IScreen newScreen)
{
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ScreenChanged(lastScreen, newScreen);
Logger.Log($"Screen changed → {newScreen}");
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}
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private void screenExited(IScreen lastScreen, IScreen newScreen)
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{
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ScreenChanged(lastScreen, newScreen);
Logger.Log($"Screen changed ← {newScreen}");
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if (newScreen == null)
Exit();
}
}
}