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osu-lazer/osu.Game/OsuGame.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using osu.Framework.Configuration;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Game.Overlays;
using osu.Framework.Logging;
using osu.Game.Graphics.UserInterface.Volume;
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using osu.Framework.Allocation;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Screens;
using osu.Game.Screens.Menu;
using OpenTK;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Input.Bindings;
using osu.Framework.Platform;
using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Play;
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using osu.Game.Input.Bindings;
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namespace osu.Game
{
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public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
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{
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public Toolbar Toolbar;
private ChatOverlay chat;
private MusicController musicController;
private NotificationOverlay notificationOverlay;
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private DialogOverlay dialogOverlay;
private DirectOverlay direct;
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private SocialOverlay social;
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private UserProfileOverlay userProfile;
private BeatmapSetOverlay beatmapSetOverlay;
public virtual Storage GetStorageForStableInstall() => null;
private Intro intro
{
get
{
Screen s = screenStack;
while (s != null && !(s is Intro))
s = s.ChildScreen;
return s as Intro;
}
}
public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
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private OsuScreen screenStack;
private VolumeControl volume;
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private Bindable<int> configRuleset;
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public Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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private readonly string[] args;
private SettingsOverlay settings;
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public OsuGame(string[] args = null)
{
this.args = args;
}
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public void ToggleSettings() => settings.ToggleVisibility();
public void ToggleDirect() => direct.ToggleVisibility();
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateLocalDependencies(parent));
[BackgroundDependencyLoader]
private void load(FrameworkConfigManager frameworkConfig)
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{
this.frameworkConfig = frameworkConfig;
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(@"-"));
Task.Run(() => BeatmapManager.Import(paths.ToArray()));
}
dependencies.Cache(this);
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configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
Ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
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Ruleset.ValueChanged += r => configRuleset.Value = r.ID ?? 0;
}
private ScheduledDelegate scoreLoad;
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protected void LoadScore(Score s)
{
scoreLoad?.Cancel();
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var menu = intro.ChildScreen;
if (menu == null)
{
scoreLoad = Schedule(() => LoadScore(s));
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return;
}
if (!menu.IsCurrentScreen)
{
menu.MakeCurrent();
this.Delay(500).Schedule(() => LoadScore(s), out scoreLoad);
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return;
}
if (s.Beatmap == null)
{
notificationOverlay.Post(new SimpleNotification
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{
Text = @"Tried to load a score for a beatmap we don't have!",
Icon = FontAwesome.fa_life_saver,
});
return;
}
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(s.Beatmap);
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menu.Push(new PlayerLoader(new ReplayPlayer(s.Replay)));
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}
protected override void LoadComplete()
{
base.LoadComplete();
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// hook up notifications to components.
BeatmapManager.PostNotification = n => notificationOverlay?.Post(n);
BeatmapManager.GetStableStorage = GetStorageForStableInstall;
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AddRange(new Drawable[]
{
new VolumeControlReceptor
{
RelativeSizeAxes = Axes.Both,
ActionRequested = action => volume.Adjust(action)
},
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mainContent = new Container { RelativeSizeAxes = Axes.Both },
overlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue },
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});
loadComponentSingleFile(screenStack = new Loader(), d =>
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{
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screenStack.ModePushed += screenAdded;
screenStack.Exited += screenRemoved;
mainContent.Add(screenStack);
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});
loadComponentSingleFile(Toolbar = new Toolbar
{
Depth = -5,
OnHome = delegate
{
hideAllOverlays();
intro?.ChildScreen?.MakeCurrent();
},
}, overlayContent.Add);
loadComponentSingleFile(volume = new VolumeControl(), Add);
loadComponentSingleFile(new OnScreenDisplay(), Add);
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//overlay elements
loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, mainContent.Add);
loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, mainContent.Add);
loadComponentSingleFile(chat = new ChatOverlay { Depth = -1 }, mainContent.Add);
loadComponentSingleFile(settings = new MainSettings
{
GetToolbarHeight = () => ToolbarOffset,
Depth = -1
}, overlayContent.Add);
loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add);
loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, mainContent.Add);
loadComponentSingleFile(musicController = new MusicController
{
Depth = -4,
Position = new Vector2(0, Toolbar.HEIGHT),
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
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}, overlayContent.Add);
loadComponentSingleFile(notificationOverlay = new NotificationOverlay
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{
Depth = -4,
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Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
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}, overlayContent.Add);
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loadComponentSingleFile(dialogOverlay = new DialogOverlay
{
Depth = -6,
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}, overlayContent.Add);
Logger.NewEntry += entry =>
{
if (entry.Level < LogLevel.Important) return;
notificationOverlay.Post(new SimpleNotification
{
Text = $@"{entry.Level}: {entry.Message}"
});
};
dependencies.Cache(settings);
dependencies.Cache(social);
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dependencies.Cache(direct);
dependencies.Cache(chat);
dependencies.Cache(userProfile);
dependencies.Cache(musicController);
dependencies.Cache(beatmapSetOverlay);
dependencies.Cache(notificationOverlay);
dependencies.Cache(dialogOverlay);
// ensure only one of these overlays are open at once.
var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct };
foreach (var overlay in singleDisplayOverlays)
{
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overlay.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
foreach (var c in singleDisplayOverlays)
{
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if (c == overlay) continue;
c.State = Visibility.Hidden;
}
};
}
// 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.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
foreach (var c in informationalOverlays)
{
if (c == overlay) continue;
c.State = Visibility.Hidden;
}
};
}
settings.StateChanged += delegate
{
switch (settings.State)
{
case Visibility.Hidden:
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intro.MoveToX(0, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint);
break;
case Visibility.Visible:
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intro.MoveToX(SettingsOverlay.SIDEBAR_WIDTH / 2, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint);
break;
}
};
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Cursor.State = Visibility.Hidden;
}
private Task asyncLoadStream;
private void loadComponentSingleFile<T>(T d, Action<T> add)
where T : Drawable
{
// 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(() => { asyncLoadStream = asyncLoadStream?.ContinueWith(t => LoadComponentAsync(d, add).Wait()) ?? LoadComponentAsync(d, add); });
}
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public bool OnPressed(GlobalAction action)
{
if (intro == null) return false;
switch (action)
{
case GlobalAction.ToggleChat:
chat.ToggleVisibility();
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;
frameworkConfig.Set(FrameworkSetting.ActiveInputHandlers, string.Empty);
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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}
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return false;
}
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public bool OnReleased(GlobalAction action) => false;
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public event Action<Screen> ScreenChanged;
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private Container mainContent;
private Container overlayContent;
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private OsuScreen currentScreen;
private FrameworkConfigManager frameworkConfig;
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private void hideAllOverlays()
{
settings.State = Visibility.Hidden;
chat.State = Visibility.Hidden;
direct.State = Visibility.Hidden;
social.State = Visibility.Hidden;
userProfile.State = Visibility.Hidden;
notificationOverlay.State = Visibility.Hidden;
}
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private void screenChanged(Screen newScreen)
{
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currentScreen = newScreen as OsuScreen;
if (currentScreen == null)
{
Exit();
return;
}
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//central game screen change logic.
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if (!currentScreen.ShowOverlays)
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{
hideAllOverlays();
musicController.State = Visibility.Hidden;
Toolbar.State = Visibility.Hidden;
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}
else
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Toolbar.State = Visibility.Visible;
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ScreenChanged?.Invoke(newScreen);
}
protected override bool OnExiting()
{
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if (screenStack.ChildScreen == null) return false;
if (intro == null) return true;
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if (!intro.DidLoadMenu || intro.ChildScreen != null)
{
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Scheduler.Add(intro.MakeCurrent);
return true;
}
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return base.OnExiting();
}
/// <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);
}
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protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
// we only want to apply these restrictions when we are inside a screen stack.
// the use case for not applying is in visual/unit tests.
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bool applyRestrictions = !currentScreen?.AllowBeatmapRulesetChange ?? false;
Ruleset.Disabled = applyRestrictions;
Beatmap.Disabled = applyRestrictions;
mainContent.Padding = new MarginPadding { Top = ToolbarOffset };
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Cursor.State = currentScreen?.HasLocalCursorDisplayed == false ? Visibility.Visible : Visibility.Hidden;
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}
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private void screenAdded(Screen newScreen)
{
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newScreen.ModePushed += screenAdded;
newScreen.Exited += screenRemoved;
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screenChanged(newScreen);
}
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private void screenRemoved(Screen newScreen)
{
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screenChanged(newScreen);
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}
}
}