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osu-lazer/osu.Game/Screens/Select/SongSelect.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 System.Diagnostics;
using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Collections;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
using osu.Game.Screens.Select.Details;
using osu.Game.Screens.Select.Options;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using osuTK;
using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Screens.Select
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{
public abstract partial class SongSelect : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>
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{
public static readonly float WEDGE_HEIGHT = 200;
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protected const float BACKGROUND_BLUR = 20;
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private const float left_area_padding = 20;
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public FilterControl FilterControl { get; private set; } = null!;
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/// <summary>
/// Whether this song select instance should take control of the global track,
/// applying looping and preview offsets.
/// </summary>
protected virtual bool ControlGlobalMusic => true;
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protected virtual bool ShowSongSelectFooter => true;
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public override bool? ApplyModTrackAdjustments => true;
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/// <summary>
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/// Can be null if <see cref="ShowSongSelectFooter"/> is false.
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/// </summary>
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protected BeatmapOptionsOverlay BeatmapOptions { get; private set; } = null!;
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/// <summary>
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/// Can be null if <see cref="ShowSongSelectFooter"/> is false.
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/// </summary>
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protected Footer? SongSelectFooter { get; private set; }
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/// <summary>
/// Contains any panel which is triggered by a footer button.
/// Helps keep them located beneath the footer itself.
/// </summary>
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protected Container FooterPanels { get; private set; } = null!;
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/// <summary>
/// Whether entering editor mode should be allowed.
/// </summary>
public virtual bool AllowEditing => true;
public bool BeatmapSetsLoaded => IsLoaded && Carousel.BeatmapSetsLoaded;
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/// <summary>
/// Creates any "action" menu items for the provided beatmap (ie. "Select", "Play", "Edit").
/// These will always be placed at the top of the context menu, with common items added below them.
/// </summary>
/// <param name="getBeatmap">The beatmap to create items for.</param>
/// <returns>The menu items.</returns>
public virtual MenuItem[] CreateForwardNavigationMenuItemsForBeatmap(Func<BeatmapInfo> getBeatmap) => new MenuItem[]
{
new OsuMenuItem(@"Select", MenuItemType.Highlighted, () => FinaliseSelection(getBeatmap()))
};
[Resolved]
private OsuGameBase game { get; set; } = null!;
[Resolved]
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private Bindable<IReadOnlyList<Mod>> selectedMods { get; set; } = null!;
protected BeatmapCarousel Carousel { get; private set; } = null!;
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private ParallaxContainer wedgeBackground = null!;
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protected Container LeftArea { get; private set; } = null!;
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private BeatmapInfoWedge beatmapInfoWedge = null!;
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[Resolved]
private IDialogOverlay? dialogOverlay { get; set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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protected ModSelectOverlay ModSelect { get; private set; } = null!;
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protected Sample? SampleConfirm { get; private set; }
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private Sample sampleChangeDifficulty = null!;
private Sample sampleChangeBeatmap = null!;
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private Container carouselContainer = null!;
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protected BeatmapDetailArea BeatmapDetails { get; private set; } = null!;
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private FooterButtonOptions beatmapOptionsButton = null!;
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private readonly Bindable<RulesetInfo> decoupledRuleset = new Bindable<RulesetInfo>();
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private double audioFeedbackLastPlaybackTime;
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private IDisposable? modSelectOverlayRegistration;
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private ModSpeedHotkeyHandler modSpeedHotkeyHandler = null!;
private AdvancedStats advancedStats = null!;
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[Resolved]
private MusicController music { get; set; } = null!;
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[Resolved]
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internal IOverlayManager? OverlayManager { get; private set; }
private Bindable<bool> configBackgroundBlur = null!;
[BackgroundDependencyLoader(true)]
private void load(AudioManager audio, OsuColour colours, ManageCollectionsDialog? manageCollectionsDialog, DifficultyRecommender? recommender, OsuConfigManager config)
{
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configBackgroundBlur = config.GetBindable<bool>(OsuSetting.SongSelectBackgroundBlur);
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configBackgroundBlur.BindValueChanged(e =>
{
if (!this.IsCurrentScreen())
return;
ApplyToBackground(applyBlurToBackground);
});
LoadComponentAsync(Carousel = new BeatmapCarousel
{
AllowSelection = false, // delay any selection until our bindables are ready to make a good choice.
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Both,
BleedTop = FilterControl.HEIGHT,
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BleedBottom = Select.Footer.HEIGHT,
SelectionChanged = updateSelectedBeatmap,
BeatmapSetsChanged = carouselBeatmapsLoaded,
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FilterApplied = () => Scheduler.AddOnce(updateVisibleBeatmapCount),
GetRecommendedBeatmap = s => recommender?.GetRecommendedBeatmap(s),
}, c => carouselContainer.Child = c);
// initial value transfer is required for FilterControl (it uses our re-cached bindables in its async load for the initial filter).
transferRulesetValue();
AddRangeInternal(new Drawable[]
{
new VerticalMaskingContainer
{
Children = new Drawable[]
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{
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new GridContainer // used for max width implementation
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{
RelativeSizeAxes = Axes.Both,
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ColumnDimensions = new[]
{
new Dimension(),
new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 850),
},
Content = new[]
{
new Drawable[]
{
wedgeBackground = new ParallaxContainer
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{
ParallaxAmount = 0.005f,
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RelativeSizeAxes = Axes.Both,
Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Child = new WedgeBackground
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = -150 },
},
},
carouselContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding
{
Top = FilterControl.HEIGHT,
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Bottom = Select.Footer.HEIGHT
},
Child = new LoadingSpinner(true) { State = { Value = Visibility.Visible } }
}
},
}
},
FilterControl = new FilterControl
{
RelativeSizeAxes = Axes.X,
Height = FilterControl.HEIGHT,
FilterChanged = ApplyFilterToCarousel,
},
new GridContainer // used for max width implementation
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 650),
},
Content = new[]
{
new Drawable[]
{
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LeftArea = new Container
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Top = 5 },
Children = new Drawable[]
{
new LeftSideInteractionContainer(() => Carousel.ScrollToSelected())
{
RelativeSizeAxes = Axes.Both,
},
beatmapInfoWedge = new BeatmapInfoWedge
{
Height = WEDGE_HEIGHT,
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding
{
Right = left_area_padding,
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Left = -BeatmapInfoWedge.BORDER_THICKNESS, // Hide the left border
},
},
new Container
{
RelativeSizeAxes = Axes.X,
Height = 90,
Padding = new MarginPadding(10)
{
Left = left_area_padding,
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Right = left_area_padding * 2 + 5,
},
Y = WEDGE_HEIGHT,
Children = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
CornerRadius = 10,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
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Colour = Colour4.Black.Opacity(0.3f),
},
advancedStats = new AdvancedStats(2)
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Padding = new MarginPadding(10),
},
}
},
}
},
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding
{
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Bottom = Select.Footer.HEIGHT,
Top = WEDGE_HEIGHT + 70,
Left = left_area_padding,
Right = left_area_padding * 2,
},
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Child = BeatmapDetails = CreateBeatmapDetailArea().With(d =>
{
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d.RelativeSizeAxes = Axes.Both;
d.Padding = new MarginPadding { Top = 10, Right = 5 };
})
},
}
},
},
}
}
}
},
new SkinComponentsContainer(new SkinComponentsContainerLookup(SkinComponentsContainerLookup.TargetArea.SongSelect))
{
RelativeSizeAxes = Axes.Both,
},
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modSpeedHotkeyHandler = new ModSpeedHotkeyHandler(),
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});
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if (ShowSongSelectFooter)
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{
AddRangeInternal(new Drawable[]
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{
FooterPanels = new Container
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{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Bottom = Select.Footer.HEIGHT },
Children = new Drawable[]
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{
BeatmapOptions = new BeatmapOptionsOverlay(),
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}
},
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SongSelectFooter = new Footer()
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});
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}
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// preload the mod select overlay for later use in `LoadComplete()`.
// therein it will be registered at the `OsuGame` level to properly function as a blocking overlay.
LoadComponent(ModSelect = CreateModSelectOverlay());
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if (SongSelectFooter != null)
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{
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foreach (var (button, overlay) in CreateSongSelectFooterButtons())
SongSelectFooter.AddButton(button, overlay);
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BeatmapOptions.AddButton(@"Manage", @"collections", FontAwesome.Solid.Book, colours.Green, () => manageCollectionsDialog?.Show());
BeatmapOptions.AddButton(@"Delete", @"all difficulties", FontAwesome.Solid.Trash, colours.Pink, () => DeleteBeatmap(Beatmap.Value.BeatmapSetInfo));
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BeatmapOptions.AddButton(@"Remove", @"from unplayed", FontAwesome.Regular.TimesCircle, colours.Purple, null);
BeatmapOptions.AddButton(@"Clear", @"local scores", FontAwesome.Solid.Eraser, colours.Purple, () => ClearScores(Beatmap.Value.BeatmapInfo));
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}
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sampleChangeDifficulty = audio.Samples.Get(@"SongSelect/select-difficulty");
sampleChangeBeatmap = audio.Samples.Get(@"SongSelect/select-expand");
SampleConfirm = audio.Samples.Get(@"SongSelect/confirm-selection");
}
protected override void LoadComplete()
{
base.LoadComplete();
modSelectOverlayRegistration = OverlayManager?.RegisterBlockingOverlay(ModSelect);
}
protected override bool OnScroll(ScrollEvent e)
{
// Match stable behaviour of only alt-scroll adjusting volume.
// Supporting scroll adjust without a modifier key just feels bad, since there are so many scrollable elements on the screen.
if (!e.CurrentState.Keyboard.AltPressed)
return true;
return base.OnScroll(e);
}
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/// <summary>
/// Creates the buttons to be displayed in the footer.
/// </summary>
/// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns>
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protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateSongSelectFooterButtons() => new (FooterButton, OverlayContainer?)[]
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{
(new FooterButtonMods { Current = Mods }, ModSelect),
(new FooterButtonRandom
{
NextRandom = () => Carousel.SelectNextRandom(),
PreviousRandom = Carousel.SelectPreviousRandom
}, null),
(beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
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};
protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay();
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protected virtual void ApplyFilterToCarousel(FilterCriteria criteria)
{
// if not the current screen, we want to get carousel in a good presentation state before displaying (resume or enter).
bool shouldDebounce = this.IsCurrentScreen();
Carousel.Filter(criteria, shouldDebounce);
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}
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private DependencyContainer dependencies = null!;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(this);
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dependencies.CacheAs(decoupledRuleset);
dependencies.CacheAs<IBindable<RulesetInfo>>(decoupledRuleset);
return dependencies;
}
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/// <summary>
/// Creates the beatmap details to be displayed underneath the wedge.
/// </summary>
protected abstract BeatmapDetailArea CreateBeatmapDetailArea();
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public void Edit(BeatmapInfo? beatmapInfo = null)
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{
if (!AllowEditing)
throw new InvalidOperationException($"Attempted to edit when {nameof(AllowEditing)} is disabled");
// Forced refetch is important here to guarantee correct invalidation across all difficulties.
Fully refetch working beatmap when entering editor Closes https://github.com/ppy/osu/issues/21794. I'm not actually super sure as to what the exact mode of failure is here, but it's 99% to do with working beatmap cache invalidation. Likely this can be even considered as another case of https://github.com/ppy/osu/issues/21357, but because this is a one-liner "fix," I'm PRing it anyways. The issue is confusing to understand when working with the swap scenario given in the issue, but it's a little easier to understand when performing the following: 1. Have a beatmap set with 2 difficulties. Let's call them "A" and "B". 2. From song select, without ever exiting to main menu, edit "A". Change the difficulty name to "AA". Save and exit back to song select; do not exit out to main menu. 3. From song select, edit "B". Change the difficulty name to "BB". Save and exit back to song select. 4. The difficulty names will be "A" and "BB". Basically what I *think* is causing this, is the fact that even though editor invalidates the working beatmap by refetching it afresh on exit, song select is blissfully unaware of this, and continues working with its own `BeatmapInfo` instances which have backlinks to `BeatmapSetInfo`. When editing the first of the two difficulties and then the second, the editing of the first one only invalidates the first one rather than the entire set, and the second difficulty continues to have a stale reference to the first one via the beatmap set, and as such ends up overwriting the changes from the first save when passed into the editor and modified again.
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmapInfo ?? beatmapInfoNoDebounce, true);
this.Push(new EditorLoader());
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}
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/// <summary>
/// Set the query to the search text box.
/// </summary>
/// <param name="query">The string to search.</param>
public void Search(string query)
{
FilterControl.CurrentTextSearch.Value = query;
}
/// <summary>
/// Call to make a selection and perform the default action for this SongSelect.
/// </summary>
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/// <param name="beatmapInfo">An optional beatmap to override the current carousel selection.</param>
/// <param name="ruleset">An optional ruleset to override the current carousel selection.</param>
/// <param name="customStartAction">An optional custom action to perform instead of <see cref="OnStart"/>.</param>
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public void FinaliseSelection(BeatmapInfo? beatmapInfo = null, RulesetInfo? ruleset = null, Action? customStartAction = null)
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{
// This is very important as we have not yet bound to screen-level bindables before the carousel load is completed.
if (!Carousel.BeatmapSetsLoaded)
{
Logger.Log($"{nameof(FinaliseSelection)} aborted as carousel beatmaps are not yet loaded");
return;
}
if (ruleset != null)
Ruleset.Value = ruleset;
transferRulesetValue();
// while transferRulesetValue will flush, it only does so if the ruleset changes.
// the user could have changed a filter, and we want to ensure we are 100% up-to-date and consistent here.
Carousel.FlushPendingFilterOperations();
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// avoid attempting to continue before a selection has been obtained.
// this could happen via a user interaction while the carousel is still in a loading state.
if (Carousel.SelectedBeatmapInfo == null) return;
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if (beatmapInfo != null)
Carousel.SelectBeatmap(beatmapInfo);
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if (selectionChangedDebounce?.Completed == false)
{
selectionChangedDebounce.RunTask();
selectionChangedDebounce?.Cancel(); // cancel the already scheduled task.
selectionChangedDebounce = null;
}
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if (customStartAction != null)
{
customStartAction();
Carousel.AllowSelection = false;
}
else if (OnStart())
Carousel.AllowSelection = false;
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}
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/// <summary>
/// Called when a selection is made.
/// </summary>
/// <returns>If a resultant action occurred that takes the user away from SongSelect.</returns>
protected abstract bool OnStart();
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private ScheduledDelegate? selectionChangedDebounce;
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private void updateCarouselSelection(ValueChangedEvent<WorkingBeatmap>? e = null)
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{
var beatmap = e?.NewValue ?? Beatmap.Value;
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if (beatmap is DummyWorkingBeatmap || !this.IsCurrentScreen()) return;
if (beatmap.BeatmapSetInfo.Protected && e != null)
{
Logger.Log($"Denying working beatmap switch to protected beatmap {beatmap}");
Beatmap.Value = e.OldValue;
return;
}
Logger.Log($"Song select working beatmap updated to {beatmap}");
if (!Carousel.SelectBeatmap(beatmap.BeatmapInfo, false))
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{
// A selection may not have been possible with filters applied.
// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
{
Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
transferRulesetValue();
}
// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
// we still want to temporarily show the new beatmap, bypassing filters.
// This will be undone the next time the user changes the filter.
var criteria = FilterControl.CreateCriteria();
criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet;
Carousel.Filter(criteria);
Carousel.SelectBeatmap(beatmap.BeatmapInfo);
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}
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}
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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private BeatmapInfo? beatmapInfoPrevious;
private BeatmapInfo? beatmapInfoNoDebounce;
private RulesetInfo? rulesetNoDebounce;
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private void updateSelectedBeatmap(BeatmapInfo? beatmapInfo)
{
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if (beatmapInfo == null && beatmapInfoNoDebounce == null)
return;
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if (beatmapInfo?.Equals(beatmapInfoNoDebounce) == true)
return;
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beatmapInfoNoDebounce = beatmapInfo;
performUpdateSelected();
}
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private void updateSelectedRuleset(RulesetInfo? ruleset)
{
if (ruleset == null && rulesetNoDebounce == null)
return;
if (ruleset?.Equals(rulesetNoDebounce) == true)
return;
rulesetNoDebounce = ruleset;
performUpdateSelected();
}
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/// <summary>
/// Selection has been changed as the result of a user interaction.
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/// </summary>
private void performUpdateSelected()
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{
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var beatmap = beatmapInfoNoDebounce;
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RulesetInfo? ruleset = rulesetNoDebounce;
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selectionChangedDebounce?.Cancel();
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if (beatmapInfoNoDebounce == null)
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run();
else
{
// Intentionally slightly higher than repeat_tick_rate to avoid loading songs when holding left / right arrows.
// See https://github.com/ppy/osu-framework/blob/master/osu.Framework/Input/InputManager.cs#L44
selectionChangedDebounce = Scheduler.AddDelayed(run, 80);
}
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if (beatmap?.Equals(beatmapInfoPrevious) != true)
{
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if (beatmap != null && beatmapInfoPrevious != null && Time.Current - audioFeedbackLastPlaybackTime >= 50)
{
if (beatmap.BeatmapSet?.ID == beatmapInfoPrevious.BeatmapSet?.ID)
sampleChangeDifficulty.Play();
else
sampleChangeBeatmap.Play();
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audioFeedbackLastPlaybackTime = Time.Current;
}
beatmapInfoPrevious = beatmap;
}
// we can't run this in the debounced run due to the selected mods bindable not being debounced,
// since mods could be updated to the new ruleset instances while the decoupled bindable is held behind,
// therefore resulting in performing difficulty calculation with invalid states.
advancedStats.Ruleset.Value = ruleset;
void run()
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{
// clear pending task immediately to track any potential nested debounce operation.
selectionChangedDebounce = null;
Logger.Log($"Song select updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ShortName ?? "null"}");
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if (transferRulesetValue())
{
// transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it.
// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).
if (beatmap != null && !Carousel.SelectBeatmap(beatmap, false))
beatmap = null;
}
if (selectionChangedDebounce != null)
{
// a new nested operation was started; switch to it for further selection.
// this avoids having two separate debounces trigger from the same source.
selectionChangedDebounce.RunTask();
return;
}
// We may be arriving here due to another component changing the bindable Beatmap.
// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
if (!EqualityComparer<BeatmapInfo>.Default.Equals(beatmap, Beatmap.Value.BeatmapInfo))
{
Logger.Log($"Song select changing beatmap from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap?.ToString() ?? "null"}\"");
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
}
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if (this.IsCurrentScreen())
ensurePlayingSelected();
updateComponentFromBeatmap(Beatmap.Value);
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}
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}
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public override void OnEntering(ScreenTransitionEvent e)
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{
base.OnEntering(e);
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this.FadeInFromZero(250);
FilterControl.Activate();
ModSelect.SelectedMods.BindTo(selectedMods);
beginLooping();
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}
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private const double logo_transition = 250;
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protected override void LogoArriving(OsuLogo logo, bool resuming)
{
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base.LogoArriving(logo, resuming);
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logo.RelativePositionAxes = Axes.None;
logo.ChangeAnchor(Anchor.BottomRight);
Vector2 position = new Vector2(-76, -36);
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if (logo.Alpha > 0.8f)
{
logo.MoveTo(position, 500, Easing.OutQuint);
}
else
{
logo.Hide();
logo.ScaleTo(0.2f);
logo.MoveTo(position);
}
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logo.FadeIn(logo_transition, Easing.OutQuint);
logo.ScaleTo(0.4f, logo_transition, Easing.OutQuint);
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logo.Action = () =>
{
if (this.IsCurrentScreen())
FinaliseSelection();
return false;
};
}
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protected override void LogoExiting(OsuLogo logo)
{
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base.LogoExiting(logo);
logo.ScaleTo(0.2f, logo_transition / 2, Easing.Out);
logo.FadeOut(logo_transition / 2, Easing.Out);
}
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public override void OnResuming(ScreenTransitionEvent e)
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{
base.OnResuming(e);
// required due to https://github.com/ppy/osu-framework/issues/3218
ModSelect.SelectedMods.Disabled = false;
ModSelect.SelectedMods.BindTo(selectedMods);
Carousel.AllowSelection = true;
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BeatmapDetails.Refresh();
beginLooping();
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if (!Beatmap.Value.BeatmapSetInfo.DeletePending)
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{
updateCarouselSelection();
updateComponentFromBeatmap(Beatmap.Value);
if (ControlGlobalMusic)
{
// restart playback on returning to song select, regardless.
// not sure this should be a permanent thing (we may want to leave a user pause paused even on returning)
music.ResetTrackAdjustments();
music.Play(requestedByUser: true);
}
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}
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LeftArea.MoveToX(0, 400, Easing.OutQuint);
LeftArea.FadeIn(100, Easing.OutQuint);
FilterControl.MoveToY(0, 400, Easing.OutQuint);
FilterControl.FadeIn(100, Easing.OutQuint);
this.FadeIn(250, Easing.OutQuint);
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wedgeBackground.ScaleTo(1, 500, Easing.OutQuint);
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FilterControl.Activate();
}
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public override void OnSuspending(ScreenTransitionEvent e)
{
// Handle the case where FinaliseSelection is never called (ie. when a screen is pushed externally).
// Without this, it's possible for a transfer to happen while we are not the current screen.
transferRulesetValue();
ModSelect.SelectedMods.UnbindFrom(selectedMods);
playExitingTransition();
base.OnSuspending(e);
}
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public override bool OnExiting(ScreenExitEvent e)
{
if (base.OnExiting(e))
return true;
playExitingTransition();
return false;
}
private void playExitingTransition()
{
ModSelect.Hide();
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BeatmapOptions.Hide();
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Carousel.AllowSelection = false;
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endLooping();
FilterControl.MoveToY(-120, 500, Easing.OutQuint);
FilterControl.FadeOut(200, Easing.OutQuint);
LeftArea.MoveToX(-150, 1800, Easing.OutQuint);
LeftArea.FadeOut(200, Easing.OutQuint);
wedgeBackground.ScaleTo(2.4f, 400, Easing.OutQuint);
this.FadeOut(400, Easing.OutQuint);
FilterControl.Deactivate();
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}
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private bool isHandlingLooping;
private void beginLooping()
{
if (!ControlGlobalMusic)
return;
Debug.Assert(!isHandlingLooping);
isHandlingLooping = true;
ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None);
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music.TrackChanged += ensureTrackLooping;
}
private void endLooping()
{
// may be called multiple times during screen exit process.
if (!isHandlingLooping)
return;
music.CurrentTrack.Looping = isHandlingLooping = false;
music.TrackChanged -= ensureTrackLooping;
}
private void ensureTrackLooping(IWorkingBeatmap beatmap, TrackChangeDirection changeDirection)
=> beatmap.PrepareTrackForPreview(true);
public override bool OnBackButton()
{
if (ModSelect.State.Value == Visibility.Visible)
{
ModSelect.Hide();
return true;
}
return false;
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}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
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decoupledRuleset.UnbindAll();
if (music.IsNotNull())
music.TrackChanged -= ensureTrackLooping;
modSelectOverlayRegistration?.Dispose();
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}
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/// <summary>
/// Allow components in SongSelect to update their loaded beatmap details.
/// This is a debounced call (unlike directly binding to WorkingBeatmap.ValueChanged).
/// </summary>
/// <param name="beatmap">The working beatmap.</param>
private void updateComponentFromBeatmap(WorkingBeatmap beatmap)
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{
// If not the current screen, this will be applied in OnResuming.
if (this.IsCurrentScreen())
{
ApplyToBackground(backgroundModeBeatmap =>
{
backgroundModeBeatmap.Beatmap = beatmap;
backgroundModeBeatmap.IgnoreUserSettings.Value = true;
backgroundModeBeatmap.FadeColour(Color4.White, 250);
applyBlurToBackground(backgroundModeBeatmap);
});
}
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beatmapInfoWedge.Beatmap = beatmap;
BeatmapDetails.Beatmap = beatmap;
ModSelect.Beatmap.Value = beatmap;
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advancedStats.BeatmapInfo = beatmap.BeatmapInfo;
bool beatmapSelected = beatmap is not DummyWorkingBeatmap;
if (beatmapSelected)
beatmapOptionsButton.Enabled.Value = true;
else
{
beatmapOptionsButton.Enabled.Value = false;
BeatmapOptions.Hide();
}
}
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private void applyBlurToBackground(BackgroundScreenBeatmap backgroundModeBeatmap)
{
backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value ? BACKGROUND_BLUR : 0f;
backgroundModeBeatmap.DimWhenUserSettingsIgnored.Value = configBackgroundBlur.Value ? 0 : 0.4f;
wedgeBackground.FadeTo(configBackgroundBlur.Value ? 0.5f : 0.2f, UserDimContainer.BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
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private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
/// <summary>
/// Ensures some music is playing for the current track.
/// Will resume playback from a manual user pause if the track has changed.
/// </summary>
private void ensurePlayingSelected()
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{
if (!ControlGlobalMusic)
return;
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ITrack track = music.CurrentTrack;
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bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
if (!track.IsRunning && (music.UserPauseRequested != true || isNewTrack))
{
Logger.Log($"Song select decided to {nameof(ensurePlayingSelected)}");
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music.Play(true);
}
lastTrack.SetTarget(track);
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}
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private void carouselBeatmapsLoaded()
{
bindBindables();
Scheduler.AddOnce(updateVisibleBeatmapCount);
Carousel.AllowSelection = true;
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// If a selection was already obtained, do not attempt to update the selected beatmap.
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if (Carousel.SelectedBeatmapSet != null)
return;
// Attempt to select the current beatmap on the carousel, if it is valid to be selected.
if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false)
{
if (Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false))
return;
// prefer not changing ruleset at this point, so look for another difficulty in the currently playing beatmap
var found = Beatmap.Value.BeatmapSetInfo.Beatmaps.FirstOrDefault(b => b.Ruleset.Equals(decoupledRuleset.Value));
if (found != null && Carousel.SelectBeatmap(found, false))
return;
}
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// If the current active beatmap could not be selected, select a new random beatmap.
if (!Carousel.SelectNextRandom())
{
// in the case random selection failed, we want to trigger selectionChanged
// to show the dummy beatmap (we have nothing else to display).
performUpdateSelected();
}
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}
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private void updateVisibleBeatmapCount()
{
// Intentionally not localised until we have proper support for this (see https://github.com/ppy/osu-framework/pull/4918
// but also in this case we want support for formatting a number within a string).
int carouselCountDisplayed = Carousel.CountDisplayed;
FilterControl.InformationalText = carouselCountDisplayed != 1 ? $"{carouselCountDisplayed:#,0} matches" : $"{carouselCountDisplayed:#,0} match";
}
private bool boundLocalBindables;
private void bindBindables()
{
if (boundLocalBindables)
return;
// manual binding to parent ruleset to allow for delayed load in the incoming direction.
transferRulesetValue();
Ruleset.ValueChanged += r => updateSelectedRuleset(r.NewValue);
decoupledRuleset.ValueChanged += r =>
{
bool wasDisabled = Ruleset.Disabled;
// a sub-screen may have taken a lease on this decoupled ruleset bindable,
// which would indirectly propagate to the game-global bindable via the `DisabledChanged` callback below.
// to make sure changes sync without crashes, lift the disable for a short while to sync, and then restore the old value.
Ruleset.Disabled = false;
Ruleset.Value = r.NewValue;
Ruleset.Disabled = wasDisabled;
};
decoupledRuleset.DisabledChanged += r => Ruleset.Disabled = r;
Beatmap.BindValueChanged(updateCarouselSelection);
boundLocalBindables = true;
}
/// <summary>
/// Transfer the game-wide ruleset to the local decoupled ruleset.
/// Will immediately run filter operations if required.
/// </summary>
/// <returns>Whether a transfer occurred.</returns>
private bool transferRulesetValue()
{
if (decoupledRuleset.Value?.Equals(Ruleset.Value) == true)
return false;
Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\")");
rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value;
// if we have a pending filter operation, we want to run it now.
// it could change selection (ie. if the ruleset has been changed).
Carousel.FlushPendingFilterOperations();
return true;
}
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/// <summary>
/// Request to delete a specific beatmap.
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/// </summary>
public void DeleteBeatmap(BeatmapSetInfo? beatmap)
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{
if (beatmap == null) return;
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dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap));
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}
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/// <summary>
/// Request to clear the scores of a specific beatmap.
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/// </summary>
public void ClearScores(BeatmapInfo? beatmapInfo)
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{
if (beatmapInfo == null) return;
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dialogOverlay?.Push(new BeatmapClearScoresDialog(beatmapInfo, () =>
// schedule done here rather than inside the dialog as the dialog may fade out and never callback.
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Schedule(() => BeatmapDetails.Refresh())));
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}
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public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
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if (!this.IsCurrentScreen()) return false;
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switch (e.Action)
{
case GlobalAction.IncreaseModSpeed:
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return modSpeedHotkeyHandler.ChangeSpeed(0.05, ModUtils.FlattenMods(game.AvailableMods.Value.SelectMany(kv => kv.Value)));
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case GlobalAction.DecreaseModSpeed:
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return modSpeedHotkeyHandler.ChangeSpeed(-0.05, ModUtils.FlattenMods(game.AvailableMods.Value.SelectMany(kv => kv.Value)));
}
if (e.Repeat)
return false;
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switch (e.Action)
{
case GlobalAction.Select:
FinaliseSelection();
return true;
}
return false;
}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.Repeat) return false;
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switch (e.Key)
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{
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case Key.Delete:
if (e.ShiftPressed)
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{
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if (!Beatmap.IsDefault)
DeleteBeatmap(Beatmap.Value.BeatmapSetInfo);
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return true;
}
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break;
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}
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return base.OnKeyDown(e);
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}
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private partial class VerticalMaskingContainer : Container
{
private const float panel_overflow = 1.2f;
protected override Container<Drawable> Content { get; }
public VerticalMaskingContainer()
{
RelativeSizeAxes = Axes.Both;
Masking = true;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
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Width = panel_overflow; // avoid horizontal masking so the panels don't clip when screen stack is pushed.
InternalChild = Content = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Width = 1 / panel_overflow,
};
}
}
/// <summary>
/// Handles mouse interactions required when moving away from the carousel.
/// </summary>
internal partial class LeftSideInteractionContainer : Container
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{
private readonly Action? resetCarouselPosition;
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public LeftSideInteractionContainer(Action resetCarouselPosition)
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{
this.resetCarouselPosition = resetCarouselPosition;
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}
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// we want to block plain scrolls on the left side so that they don't scroll the carousel,
// but also we *don't* want to handle scrolls when they're combined with keyboard modifiers
// as those will usually correspond to other interactions like adjusting volume.
protected override bool OnScroll(ScrollEvent e) => !e.ControlPressed && !e.AltPressed && !e.ShiftPressed && !e.SuperPressed;
protected override bool OnMouseDown(MouseDownEvent e) => true;
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protected override bool OnHover(HoverEvent e)
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{
resetCarouselPosition?.Invoke();
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return base.OnHover(e);
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}
}
internal partial class SoloModSelectOverlay : UserModSelectOverlay
{
protected override bool ShowPresets => true;
}
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}
}