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osu-lazer/osu.Game/Screens/Play/PlayerLoader.cs

376 lines
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C#
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
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using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.States;
using osu.Framework.Localisation;
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using osu.Framework.Screens;
using osu.Framework.Threading;
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using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
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using osu.Game.Screens.Menu;
using osu.Game.Screens.Play.PlayerSettings;
using OpenTK;
using OpenTK.Graphics;
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namespace osu.Game.Screens.Play
{
public class PlayerLoader : ScreenWithBeatmapBackground
{
private static readonly Vector2 background_blur = new Vector2(15);
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private Player player;
private BeatmapMetadataDisplay info;
private bool hideOverlays;
protected override bool HideOverlaysOnEnter => hideOverlays;
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private Task loadTask;
public PlayerLoader(Player player)
{
this.player = player;
player.RestartRequested = () =>
{
hideOverlays = true;
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ValidForResume = true;
};
}
[BackgroundDependencyLoader]
private void load()
{
Add(info = new BeatmapMetadataDisplay(Beatmap.Value)
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{
Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
});
Add(new FillFlowContainer<PlayerSettingsGroup>
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{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Margin = new MarginPadding(25),
Children = new PlayerSettingsGroup[]
{
visualSettings = new VisualSettings(),
new InputSettings()
}
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});
loadTask = LoadComponentAsync(player, playerLoaded);
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}
private void playerLoaded(Player player) => info.Loading = false;
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protected override void OnResuming(Screen last)
{
base.OnResuming(last);
contentIn();
info.Loading = true;
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//we will only be resumed if the player has requested a re-run (see ValidForResume setting above)
loadTask = LoadComponentAsync(player = new Player
{
RestartCount = player.RestartCount + 1,
RestartRequested = player.RestartRequested,
}, playerLoaded);
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this.Delay(400).Schedule(pushWhenLoaded);
}
private void contentIn()
{
Content.ScaleTo(1, 650, Easing.OutQuint);
Content.FadeInFromZero(400);
}
private void contentOut()
{
Content.ScaleTo(0.7f, 300, Easing.InQuint);
Content.FadeOut(250);
}
protected override void OnEntering(Screen last)
{
base.OnEntering(last);
Content.ScaleTo(0.7f);
contentIn();
info.Delay(750).FadeIn(500);
this.Delay(1800).Schedule(pushWhenLoaded);
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
logo.RelativePositionAxes = Axes.Both;
logo.ScaleTo(new Vector2(0.15f), 300, Easing.In);
logo.MoveTo(new Vector2(0.5f), 300, Easing.In);
logo.FadeIn(350);
logo.Delay(resuming ? 0 : 500).MoveToOffset(new Vector2(0, -0.24f), 500, Easing.InOutExpo);
}
private ScheduledDelegate pushDebounce;
private VisualSettings visualSettings;
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private bool readyForPush => player.LoadState == LoadState.Ready && IsHovered && GetContainingInputManager()?.DraggedDrawable == null;
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protected override bool OnHover(InputState state)
{
// restore our screen defaults
InitializeBackgroundElements();
return base.OnHover(state);
}
protected override void OnHoverLost(InputState state)
{
if (GetContainingInputManager().HoveredDrawables.Contains(visualSettings))
{
// show user setting preview
UpdateBackgroundElements();
}
base.OnHoverLost(state);
}
protected override void InitializeBackgroundElements()
{
Background?.FadeTo(1, BACKGROUND_FADE_DURATION, Easing.OutQuint);
Background?.BlurTo(background_blur, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
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private void pushWhenLoaded()
{
if (!IsCurrentScreen) return;
try
{
if (!readyForPush)
{
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
// if we become unready for push during the delay.
cancelLoad();
return;
}
if (pushDebounce != null)
return;
pushDebounce = Scheduler.AddDelayed(() =>
{
contentOut();
this.Delay(250).Schedule(() =>
{
if (!IsCurrentScreen) return;
loadTask = null;
//By default, we want to load the player and never be returned to.
//Note that this may change if the player we load requested a re-run.
ValidForResume = false;
if (player.LoadedBeatmapSuccessfully)
Push(player);
else
Exit();
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});
}, 500);
}
finally
{
Schedule(pushWhenLoaded);
}
}
private void cancelLoad()
{
pushDebounce?.Cancel();
pushDebounce = null;
}
protected override void OnSuspending(Screen next)
{
base.OnSuspending(next);
cancelLoad();
}
protected override bool OnExiting(Screen next)
{
Content.ScaleTo(0.7f, 150, Easing.InQuint);
this.FadeOut(150);
cancelLoad();
return base.OnExiting(next);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (isDisposing)
{
// if the player never got pushed, we should explicitly dispose it.
loadTask?.ContinueWith(_ => player.Dispose());
}
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}
private class BeatmapMetadataDisplay : Container
{
private class MetadataLine : Container
{
public MetadataLine(string left, string right)
{
AutoSizeAxes = Axes.Both;
Children = new Drawable[]
{
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopRight,
Margin = new MarginPadding { Right = 5 },
Colour = OsuColour.Gray(0.8f),
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Text = left,
},
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopLeft,
Margin = new MarginPadding { Left = 5 },
Text = string.IsNullOrEmpty(right) ? @"-" : right,
}
};
}
}
private readonly WorkingBeatmap beatmap;
private LoadingAnimation loading;
private Sprite backgroundSprite;
public bool Loading
{
set
{
if (value)
{
loading.Show();
backgroundSprite.FadeColour(OsuColour.Gray(0.5f), 400, Easing.OutQuint);
}
else
{
loading.Hide();
backgroundSprite.FadeColour(Color4.White, 400, Easing.OutQuint);
}
}
}
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public BeatmapMetadataDisplay(WorkingBeatmap beatmap)
{
this.beatmap = beatmap;
}
[BackgroundDependencyLoader]
private void load(LocalisationEngine localisation)
{
var metadata = beatmap?.BeatmapInfo?.Metadata ?? new BeatmapMetadata();
AutoSizeAxes = Axes.Both;
Children = new Drawable[]
{
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
new OsuSpriteText
{
Current = localisation.GetUnicodePreference(metadata.TitleUnicode, metadata.Title),
TextSize = 36,
Font = @"Exo2.0-MediumItalic",
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
new OsuSpriteText
{
Current = localisation.GetUnicodePreference(metadata.ArtistUnicode, metadata.Artist),
TextSize = 26,
Font = @"Exo2.0-MediumItalic",
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
new Container
{
Size = new Vector2(300, 60),
Margin = new MarginPadding(10),
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
CornerRadius = 10,
Masking = true,
Children = new Drawable[]
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{
backgroundSprite = new Sprite
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{
RelativeSizeAxes = Axes.Both,
Texture = beatmap?.Background,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
FillMode = FillMode.Fill,
},
loading = new LoadingAnimation { Scale = new Vector2(1.3f) }
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}
},
new OsuSpriteText
{
Text = beatmap?.BeatmapInfo?.Version,
TextSize = 26,
Font = @"Exo2.0-MediumItalic",
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Margin = new MarginPadding
{
Bottom = 40
},
},
new MetadataLine("Source", metadata.Source)
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
new MetadataLine("Mapper", metadata.AuthorString)
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
},
}
};
Loading = true;
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}
}
}
}