2017-02-07 12:59:30 +08:00
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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2016-09-29 19:13:58 +08:00
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2017-03-10 10:59:08 +08:00
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using OpenTK;
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2016-11-09 07:13:20 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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2016-11-14 16:23:33 +08:00
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using osu.Framework.Audio.Track;
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2017-03-10 10:59:08 +08:00
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using osu.Framework.Configuration;
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2016-11-14 16:23:33 +08:00
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using osu.Framework.Graphics;
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2017-03-10 10:59:08 +08:00
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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2016-11-14 16:23:33 +08:00
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using osu.Framework.Timing;
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2017-03-10 10:59:08 +08:00
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using osu.Game.Configuration;
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2016-11-14 16:23:33 +08:00
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using osu.Game.Database;
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2016-11-14 17:03:20 +08:00
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using osu.Game.Modes;
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2016-11-29 22:59:56 +08:00
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using osu.Game.Modes.UI;
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2017-03-10 10:59:08 +08:00
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using osu.Game.Screens.Backgrounds;
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2016-11-29 14:41:48 +08:00
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using osu.Game.Screens.Ranking;
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2016-12-18 03:59:41 +08:00
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using System;
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2017-01-27 20:57:22 +08:00
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using System.Linq;
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2017-04-07 15:55:41 +08:00
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using osu.Framework.Threading;
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2017-03-24 08:51:52 +08:00
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using osu.Game.Modes.Scoring;
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2016-09-29 19:13:58 +08:00
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2016-11-14 16:23:33 +08:00
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namespace osu.Game.Screens.Play
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{
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public class Player : OsuScreen
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{
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap);
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2016-10-05 19:03:52 +08:00
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2016-11-15 19:43:43 +08:00
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internal override bool ShowOverlays => false;
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2016-11-09 14:22:54 +08:00
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2017-04-06 14:00:48 +08:00
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internal override bool HasLocalCursorDisplayed => !IsPaused && !HasFailed && HitRenderer.ProvidingUserCursor;
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2017-03-16 22:58:36 +08:00
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2016-10-27 16:53:37 +08:00
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public BeatmapInfo BeatmapInfo;
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2016-10-19 17:00:35 +08:00
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2017-04-13 17:31:23 +08:00
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public bool IsPaused => !interpolatedSourceClock.IsRunning;
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2017-04-02 02:17:24 +08:00
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public bool HasFailed { get; private set; }
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public int RestartCount;
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2017-03-23 12:52:38 +08:00
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private const double pause_cooldown = 1000;
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private double lastPauseActionTime;
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private bool canPause => ValidForResume && !HasFailed && Time.Current >= lastPauseActionTime + pause_cooldown;
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private IAdjustableClock sourceClock;
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private IFrameBasedClock interpolatedSourceClock;
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private Ruleset ruleset;
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2016-11-29 19:30:16 +08:00
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private ScoreProcessor scoreProcessor;
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protected HitRenderer HitRenderer;
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private Bindable<int> dimLevel;
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private SkipButton skipButton;
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private HudOverlay hudOverlay;
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private PauseOverlay pauseOverlay;
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private FailOverlay failOverlay;
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2016-11-12 18:44:16 +08:00
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config)
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{
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if (Beatmap.Beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
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{
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//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
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Exit();
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return;
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}
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dimLevel = config.GetBindable<int>(OsuConfig.DimLevel);
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mouseWheelDisabled = config.GetBindable<bool>(OsuConfig.MouseDisableWheel);
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2016-10-27 19:37:01 +08:00
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try
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{
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if (Beatmap == null)
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Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
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2017-02-15 11:38:10 +08:00
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if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0)
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throw new Exception("No valid objects were found!");
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2017-03-09 14:52:40 +08:00
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if (Beatmap == null)
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throw new Exception("Beatmap was not loaded");
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}
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catch (Exception e)
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{
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Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);
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2016-10-27 19:37:01 +08:00
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//couldn't load, hard abort!
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Exit();
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return;
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}
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2016-10-05 19:49:31 +08:00
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2017-02-18 16:35:04 +08:00
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Track track = Beatmap.Track;
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if (track != null)
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{
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audio.Track.SetExclusive(track);
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sourceClock = track;
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}
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2016-10-28 18:55:48 +08:00
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sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
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interpolatedSourceClock = new InterpolatingFramedClock(sourceClock);
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Schedule(() =>
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{
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sourceClock.Reset();
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});
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ruleset = RulesetCollection.GetRuleset(Beatmap.PlayMode);
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HitRenderer = ruleset.CreateHitRendererWith(Beatmap);
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2017-03-16 11:40:35 +08:00
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2017-03-31 14:59:53 +08:00
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scoreProcessor = HitRenderer.CreateScoreProcessor();
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2016-11-09 18:49:05 +08:00
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2017-04-11 18:58:57 +08:00
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hudOverlay = new StandardHudOverlay()
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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};
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2017-03-10 15:16:07 +08:00
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hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
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2017-03-16 11:40:35 +08:00
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hudOverlay.BindProcessor(scoreProcessor);
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hudOverlay.BindHitRenderer(HitRenderer);
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2017-04-14 16:58:30 +08:00
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hudOverlay.Progress.Objects = HitRenderer.Objects;
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2017-04-14 17:23:34 +08:00
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hudOverlay.Progress.AudioClock = interpolatedSourceClock;
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2017-03-23 18:15:53 +08:00
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2017-01-20 15:51:43 +08:00
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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2017-03-31 14:59:53 +08:00
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HitRenderer.OnAllJudged += onCompletion;
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2017-01-20 15:51:43 +08:00
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//bind ScoreProcessor to ourselves (for a fail situation)
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scoreProcessor.Failed += onFail;
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2016-10-19 18:44:03 +08:00
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Children = new Drawable[]
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2016-10-06 22:33:09 +08:00
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Clock = interpolatedSourceClock,
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Children = new Drawable[]
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{
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HitRenderer,
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skipButton = new SkipButton
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{
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Alpha = 0
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},
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2016-11-09 17:50:30 +08:00
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}
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},
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2017-03-10 10:59:08 +08:00
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hudOverlay,
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2017-04-06 14:34:52 +08:00
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pauseOverlay = new PauseOverlay
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{
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OnResume = delegate
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{
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Delay(400);
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Schedule(Resume);
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},
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OnRetry = Restart,
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OnQuit = Exit,
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},
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failOverlay = new FailOverlay
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{
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OnRetry = Restart,
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OnQuit = Exit,
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2017-04-09 21:26:31 +08:00
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},
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2017-04-10 11:06:10 +08:00
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new HotkeyRetryOverlay
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2017-04-09 21:26:31 +08:00
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{
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2017-04-11 18:58:57 +08:00
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Action = () => {
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//we want to hide the hitrenderer immediately (looks better).
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//we may be able to remove this once the mouse cursor trail is improved.
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2017-04-11 23:09:45 +08:00
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HitRenderer?.Hide();
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2017-04-11 18:58:57 +08:00
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Restart();
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},
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2017-04-06 14:34:52 +08:00
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}
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2016-10-19 18:44:03 +08:00
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};
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2016-10-05 19:49:31 +08:00
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}
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2016-10-28 13:14:45 +08:00
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2017-01-27 20:57:22 +08:00
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private void initializeSkipButton()
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{
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const double skip_required_cutoff = 3000;
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const double fade_time = 300;
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double firstHitObject = Beatmap.Beatmap.HitObjects.First().StartTime;
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if (firstHitObject < skip_required_cutoff)
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{
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skipButton.Alpha = 0;
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skipButton.Expire();
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return;
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}
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skipButton.FadeInFromZero(fade_time);
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skipButton.Action = () =>
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{
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sourceClock.Seek(firstHitObject - skip_required_cutoff - fade_time);
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skipButton.Action = null;
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};
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skipButton.Delay(firstHitObject - skip_required_cutoff - fade_time);
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skipButton.FadeOut(fade_time);
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skipButton.Expire();
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}
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2017-01-29 04:55:42 +08:00
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public void Pause(bool force = false)
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{
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2017-04-12 19:01:52 +08:00
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if (!canPause && !force) return;
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2017-04-13 10:41:08 +08:00
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// the actual pausing is potentially happening on a different thread.
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// we want to wait for the source clock to stop so we can be sure all components are in a stable state.
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if (!IsPaused)
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2017-01-28 03:28:39 +08:00
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{
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2017-04-13 17:31:23 +08:00
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sourceClock.Stop();
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2017-04-13 10:41:08 +08:00
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Schedule(() => Pause(force));
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return;
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}
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// we need to do a final check after all of our children have processed up to the paused clock time.
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// this is to cover cases where, for instance, the player fails in the last processed frame (which would change canPause).
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// as the scheduler runs before children updates, let's schedule for the next frame.
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Schedule(() =>
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{
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if (!canPause) return;
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2017-01-30 16:08:14 +08:00
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lastPauseActionTime = Time.Current;
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2017-03-10 10:59:08 +08:00
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hudOverlay.KeyCounter.IsCounting = false;
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2017-03-23 18:15:53 +08:00
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hudOverlay.Progress.Show();
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2017-01-31 21:17:47 +08:00
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pauseOverlay.Retries = RestartCount;
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2017-01-28 03:28:39 +08:00
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pauseOverlay.Show();
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2017-04-13 10:41:08 +08:00
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});
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2017-01-28 03:28:39 +08:00
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}
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public void Resume()
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{
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2017-01-30 16:08:14 +08:00
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lastPauseActionTime = Time.Current;
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2017-03-10 10:59:08 +08:00
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hudOverlay.KeyCounter.IsCounting = true;
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2017-03-23 18:15:53 +08:00
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hudOverlay.Progress.Hide();
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2017-01-28 03:28:39 +08:00
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pauseOverlay.Hide();
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sourceClock.Start();
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2017-01-29 04:55:42 +08:00
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}
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public void Restart()
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{
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2017-01-30 18:14:28 +08:00
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sourceClock.Stop(); // If the clock is running and Restart is called the game will lag until relaunch
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2017-01-30 16:08:14 +08:00
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var newPlayer = new Player();
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2017-04-13 10:41:08 +08:00
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ValidForResume = false;
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2017-04-02 14:56:12 +08:00
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LoadComponentAsync(newPlayer, delegate
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2017-01-30 16:08:14 +08:00
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{
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2017-01-30 18:14:28 +08:00
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newPlayer.RestartCount = RestartCount + 1;
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2017-02-01 08:28:50 +08:00
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|
|
|
if (!Push(newPlayer))
|
2017-01-30 16:08:14 +08:00
|
|
|
|
{
|
2017-03-07 18:30:39 +08:00
|
|
|
|
// Error(?)
|
|
|
|
|
}
|
2017-01-30 16:08:14 +08:00
|
|
|
|
});
|
2017-01-28 03:28:39 +08:00
|
|
|
|
}
|
|
|
|
|
|
2017-04-07 15:55:41 +08:00
|
|
|
|
private ScheduledDelegate onCompletionEvent;
|
|
|
|
|
|
2017-03-16 12:39:57 +08:00
|
|
|
|
private void onCompletion()
|
2016-11-29 22:59:56 +08:00
|
|
|
|
{
|
2017-03-17 00:36:30 +08:00
|
|
|
|
// Only show the completion screen if the player hasn't failed
|
2017-04-07 15:55:41 +08:00
|
|
|
|
if (scoreProcessor.HasFailed || onCompletionEvent != null)
|
2017-03-16 23:30:23 +08:00
|
|
|
|
return;
|
|
|
|
|
|
2017-04-13 10:41:08 +08:00
|
|
|
|
ValidForResume = false;
|
|
|
|
|
|
2016-11-29 22:59:56 +08:00
|
|
|
|
Delay(1000);
|
2017-04-07 15:55:41 +08:00
|
|
|
|
onCompletionEvent = Schedule(delegate
|
2016-11-29 22:59:56 +08:00
|
|
|
|
{
|
|
|
|
|
Push(new Results
|
|
|
|
|
{
|
2017-03-17 01:03:12 +08:00
|
|
|
|
Score = scoreProcessor.CreateScore()
|
2016-11-29 22:59:56 +08:00
|
|
|
|
});
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
2017-01-20 15:51:43 +08:00
|
|
|
|
private void onFail()
|
|
|
|
|
{
|
|
|
|
|
sourceClock.Stop();
|
|
|
|
|
|
2017-04-02 02:17:24 +08:00
|
|
|
|
HasFailed = true;
|
2017-03-28 09:53:57 +08:00
|
|
|
|
failOverlay.Retries = RestartCount;
|
|
|
|
|
failOverlay.Show();
|
2017-01-20 15:51:43 +08:00
|
|
|
|
}
|
|
|
|
|
|
2017-02-17 17:59:30 +08:00
|
|
|
|
protected override void OnEntering(Screen last)
|
2016-11-20 00:39:43 +08:00
|
|
|
|
{
|
|
|
|
|
base.OnEntering(last);
|
2017-02-15 11:38:10 +08:00
|
|
|
|
|
2017-02-22 20:43:29 +08:00
|
|
|
|
(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, EasingTypes.OutQuint);
|
|
|
|
|
Background?.FadeTo((100f - dimLevel) / 100, 1500, EasingTypes.OutQuint);
|
2016-11-20 00:39:43 +08:00
|
|
|
|
|
2016-12-07 19:47:28 +08:00
|
|
|
|
Content.Alpha = 0;
|
2017-04-03 18:34:00 +08:00
|
|
|
|
|
|
|
|
|
dimLevel.ValueChanged += newDim => Background?.FadeTo((100f - newDim) / 100, 800);
|
2017-02-22 13:14:37 +08:00
|
|
|
|
|
2017-02-22 20:43:29 +08:00
|
|
|
|
Content.ScaleTo(0.7f);
|
|
|
|
|
|
2017-02-22 13:14:37 +08:00
|
|
|
|
Content.Delay(250);
|
|
|
|
|
Content.FadeIn(250);
|
|
|
|
|
|
2017-02-22 20:43:29 +08:00
|
|
|
|
Content.ScaleTo(1, 750, EasingTypes.OutQuint);
|
|
|
|
|
|
2017-02-22 13:14:37 +08:00
|
|
|
|
Delay(750);
|
|
|
|
|
Schedule(() =>
|
|
|
|
|
{
|
|
|
|
|
sourceClock.Start();
|
|
|
|
|
initializeSkipButton();
|
|
|
|
|
});
|
2017-04-07 19:38:57 +08:00
|
|
|
|
|
|
|
|
|
//keep in mind this is using the interpolatedSourceClock so won't be run as early as we may expect.
|
|
|
|
|
HitRenderer.Alpha = 0;
|
|
|
|
|
HitRenderer.FadeIn(750, EasingTypes.OutQuint);
|
2017-02-22 13:14:37 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected override void OnSuspending(Screen next)
|
|
|
|
|
{
|
2017-04-11 18:58:57 +08:00
|
|
|
|
fadeOut();
|
2017-02-22 20:43:29 +08:00
|
|
|
|
|
2017-02-22 13:14:37 +08:00
|
|
|
|
base.OnSuspending(next);
|
2016-10-28 13:14:45 +08:00
|
|
|
|
}
|
2016-11-16 14:48:35 +08:00
|
|
|
|
|
2017-02-17 17:59:30 +08:00
|
|
|
|
protected override bool OnExiting(Screen next)
|
2016-12-17 00:13:24 +08:00
|
|
|
|
{
|
2017-04-13 18:01:15 +08:00
|
|
|
|
if (HasFailed || !ValidForResume)
|
|
|
|
|
return false;
|
|
|
|
|
|
2017-04-07 19:46:35 +08:00
|
|
|
|
if (pauseOverlay != null && !HitRenderer.HasReplayLoaded)
|
|
|
|
|
{
|
|
|
|
|
//pause screen override logic.
|
|
|
|
|
if (pauseOverlay?.State == Visibility.Hidden && !canPause) return true;
|
2017-02-15 11:38:10 +08:00
|
|
|
|
|
2017-04-12 19:01:52 +08:00
|
|
|
|
if (!IsPaused) // For if the user presses escape quickly when entering the map
|
2017-04-07 19:46:35 +08:00
|
|
|
|
{
|
|
|
|
|
Pause();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
2017-03-04 20:35:26 +08:00
|
|
|
|
|
2017-04-11 18:58:57 +08:00
|
|
|
|
fadeOut();
|
2017-04-07 19:46:35 +08:00
|
|
|
|
return base.OnExiting(next);
|
2016-12-17 00:13:24 +08:00
|
|
|
|
}
|
|
|
|
|
|
2017-04-11 18:58:57 +08:00
|
|
|
|
private void fadeOut()
|
|
|
|
|
{
|
|
|
|
|
const float fade_out_duration = 250;
|
2017-02-15 11:38:10 +08:00
|
|
|
|
|
2017-04-11 18:58:57 +08:00
|
|
|
|
HitRenderer?.FadeOut(fade_out_duration);
|
|
|
|
|
Content.FadeOut(fade_out_duration);
|
2017-03-04 20:35:26 +08:00
|
|
|
|
|
2017-04-11 18:58:57 +08:00
|
|
|
|
hudOverlay.ScaleTo(0.7f, fade_out_duration * 3, EasingTypes.In);
|
2017-02-01 08:44:59 +08:00
|
|
|
|
|
2017-04-11 18:58:57 +08:00
|
|
|
|
Background?.FadeTo(1f, fade_out_duration);
|
2016-12-17 00:13:24 +08:00
|
|
|
|
}
|
|
|
|
|
|
2017-02-28 07:08:34 +08:00
|
|
|
|
private Bindable<bool> mouseWheelDisabled;
|
|
|
|
|
|
2017-03-07 09:59:19 +08:00
|
|
|
|
protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused;
|
2016-09-29 19:13:58 +08:00
|
|
|
|
}
|
2017-04-11 23:09:45 +08:00
|
|
|
|
}
|