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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System ;
using System.Collections.Generic ;
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using System.Diagnostics ;
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using osu.Framework.Configuration ;
using osu.Framework.Screens ;
using osu.Game.Configuration ;
using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
using osu.Game.Overlays ;
using osu.Framework.Logging ;
using osu.Framework.Allocation ;
using osu.Game.Overlays.Toolbar ;
using osu.Game.Screens ;
using osu.Game.Screens.Menu ;
using System.Linq ;
using System.Threading ;
using System.Threading.Tasks ;
using osu.Framework.Audio ;
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using osu.Framework.Bindables ;
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using osu.Framework.Development ;
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using osu.Framework.Extensions.IEnumerableExtensions ;
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using osu.Framework.Graphics.Sprites ;
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using osu.Framework.Input ;
using osu.Framework.Input.Bindings ;
using osu.Framework.Platform ;
using osu.Framework.Threading ;
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using osu.Game.Beatmaps ;
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using osu.Game.Graphics ;
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using osu.Game.Graphics.Containers ;
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using osu.Game.Graphics.UserInterface ;
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using osu.Game.Input ;
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using osu.Game.Overlays.Notifications ;
using osu.Game.Screens.Play ;
using osu.Game.Input.Bindings ;
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using osu.Game.Online.Chat ;
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using osu.Game.Skinning ;
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using osuTK.Graphics ;
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using osu.Game.Overlays.Volume ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Scoring ;
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using osu.Game.Screens.Select ;
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using osu.Game.Utils ;
using LogLevel = osu . Framework . Logging . LogLevel ;
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namespace osu.Game
{
/// <summary>
/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
/// for initial components that are generally retrieved via DI.
/// </summary>
public class OsuGame : OsuGameBase , IKeyBindingHandler < GlobalAction >
{
public Toolbar Toolbar ;
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private ChatOverlay chatOverlay ;
private ChannelManager channelManager ;
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private NotificationOverlay notifications ;
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private NowPlayingOverlay nowPlaying ;
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private DirectOverlay direct ;
private SocialOverlay social ;
private UserProfileOverlay userProfile ;
private BeatmapSetOverlay beatmapSetOverlay ;
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[Cached]
private readonly ScreenshotManager screenshotManager = new ScreenshotManager ( ) ;
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protected SentryLogger SentryLogger ;
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public virtual Storage GetStorageForStableInstall ( ) = > null ;
public float ToolbarOffset = > Toolbar . Position . Y + Toolbar . DrawHeight ;
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private IdleTracker idleTracker ;
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public readonly Bindable < OverlayActivation > OverlayActivationMode = new Bindable < OverlayActivation > ( ) ;
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protected OsuScreenStack ScreenStack ;
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protected BackButton BackButton ;
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protected SettingsPanel Settings ;
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private VolumeOverlay volume ;
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private OsuLogo osuLogo ;
private MainMenu menuScreen ;
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private IntroScreen introScreen ;
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private Bindable < int > configRuleset ;
private Bindable < int > configSkin ;
private readonly string [ ] args ;
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private readonly List < OverlayContainer > overlays = new List < OverlayContainer > ( ) ;
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private readonly List < OverlayContainer > visibleBlockingOverlays = new List < OverlayContainer > ( ) ;
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public OsuGame ( string [ ] args = null )
{
this . args = args ;
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forwardLoggedErrorsToNotifications ( ) ;
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SentryLogger = new SentryLogger ( this ) ;
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}
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private void updateBlockingOverlayFade ( ) = >
screenContainer . FadeColour ( visibleBlockingOverlays . Any ( ) ? OsuColour . Gray ( 0.5f ) : Color4 . White , 500 , Easing . OutQuint ) ;
public void AddBlockingOverlay ( OverlayContainer overlay )
{
if ( ! visibleBlockingOverlays . Contains ( overlay ) )
visibleBlockingOverlays . Add ( overlay ) ;
updateBlockingOverlayFade ( ) ;
}
public void RemoveBlockingOverlay ( OverlayContainer overlay )
{
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visibleBlockingOverlays . Remove ( overlay ) ;
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updateBlockingOverlayFade ( ) ;
}
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/// <summary>
/// Close all game-wide overlays.
/// </summary>
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/// <param name="hideToolbar">Whether the toolbar should also be hidden.</param>
public void CloseAllOverlays ( bool hideToolbar = true )
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{
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foreach ( var overlay in overlays )
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overlay . Hide ( ) ;
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if ( hideToolbar ) Toolbar . Hide ( ) ;
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}
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private DependencyContainer dependencies ;
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protected override IReadOnlyDependencyContainer CreateChildDependencies ( IReadOnlyDependencyContainer parent ) = >
dependencies = new DependencyContainer ( base . CreateChildDependencies ( parent ) ) ;
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[BackgroundDependencyLoader]
private void load ( FrameworkConfigManager frameworkConfig )
{
this . frameworkConfig = frameworkConfig ;
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if ( ! Host . IsPrimaryInstance & & ! DebugUtils . IsDebugBuild )
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{
Logger . Log ( @"osu! does not support multiple running instances." , LoggingTarget . Runtime , LogLevel . Error ) ;
Environment . Exit ( 0 ) ;
}
if ( args ? . Length > 0 )
{
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var paths = args . Where ( a = > ! a . StartsWith ( @"-" ) ) . ToArray ( ) ;
if ( paths . Length > 0 )
Task . Run ( ( ) = > Import ( paths ) ) ;
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}
dependencies . CacheAs ( this ) ;
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dependencies . Cache ( SentryLogger ) ;
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dependencies . Cache ( osuLogo = new OsuLogo { Alpha = 0 } ) ;
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// bind config int to database RulesetInfo
configRuleset = LocalConfig . GetBindable < int > ( OsuSetting . Ruleset ) ;
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Ruleset . Value = RulesetStore . GetRuleset ( configRuleset . Value ) ? ? RulesetStore . AvailableRulesets . First ( ) ;
Ruleset . ValueChanged + = r = > configRuleset . Value = r . NewValue . ID ? ? 0 ;
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// bind config int to database SkinInfo
configSkin = LocalConfig . GetBindable < int > ( OsuSetting . Skin ) ;
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SkinManager . CurrentSkinInfo . ValueChanged + = skin = > configSkin . Value = skin . NewValue . ID ;
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configSkin . ValueChanged + = skinId = >
{
var skinInfo = SkinManager . Query ( s = > s . ID = = skinId . NewValue ) ;
if ( skinInfo = = null )
{
switch ( skinId . NewValue )
{
case - 1 :
skinInfo = DefaultLegacySkin . Info ;
break ;
default :
skinInfo = SkinInfo . Default ;
break ;
}
}
SkinManager . CurrentSkinInfo . Value = skinInfo ;
} ;
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configSkin . TriggerChange ( ) ;
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IsActive . BindValueChanged ( active = > updateActiveState ( active . NewValue ) , true ) ;
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Audio . AddAdjustment ( AdjustableProperty . Volume , inactiveVolumeFade ) ;
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SelectedMods . BindValueChanged ( modsChanged ) ;
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Beatmap . BindValueChanged ( beatmapChanged , true ) ;
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}
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private ExternalLinkOpener externalLinkOpener ;
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/// <summary>
/// Handle an arbitrary URL. Displays via in-game overlays where possible.
/// This can be called from a non-thread-safe non-game-loaded state.
/// </summary>
/// <param name="url">The URL to load.</param>
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public void HandleLink ( string url ) = > HandleLink ( MessageFormatter . GetLinkDetails ( url ) ) ;
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/// <summary>
/// Handle a specific <see cref="LinkDetails"/>.
/// This can be called from a non-thread-safe non-game-loaded state.
/// </summary>
/// <param name="link">The link to load.</param>
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public void HandleLink ( LinkDetails link ) = > Schedule ( ( ) = >
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{
switch ( link . Action )
{
case LinkAction . OpenBeatmap :
// TODO: proper query params handling
if ( link . Argument ! = null & & int . TryParse ( link . Argument . Contains ( '?' ) ? link . Argument . Split ( '?' ) [ 0 ] : link . Argument , out int beatmapId ) )
ShowBeatmap ( beatmapId ) ;
break ;
case LinkAction . OpenBeatmapSet :
if ( int . TryParse ( link . Argument , out int setId ) )
ShowBeatmapSet ( setId ) ;
break ;
case LinkAction . OpenChannel :
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ShowChannel ( link . Argument ) ;
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break ;
case LinkAction . OpenEditorTimestamp :
case LinkAction . JoinMultiplayerMatch :
case LinkAction . Spectate :
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waitForReady ( ( ) = > notifications , _ = > notifications ? . Post ( new SimpleNotification
{
Text = @"This link type is not yet supported!" ,
Icon = FontAwesome . Solid . LifeRing ,
} ) ) ;
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break ;
case LinkAction . External :
OpenUrlExternally ( link . Argument ) ;
break ;
case LinkAction . OpenUserProfile :
if ( long . TryParse ( link . Argument , out long userId ) )
ShowUser ( userId ) ;
break ;
default :
throw new NotImplementedException ( $"This {nameof(LinkAction)} ({link.Action.ToString()}) is missing an associated action." ) ;
}
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} ) ;
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public void OpenUrlExternally ( string url ) = > waitForReady ( ( ) = > externalLinkOpener , _ = >
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{
if ( url . StartsWith ( "/" ) )
url = $"{API.Endpoint}{url}" ;
externalLinkOpener . OpenUrlExternally ( url ) ;
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} ) ;
/// <summary>
/// Open a specific channel in chat.
/// </summary>
/// <param name="channel">The channel to display.</param>
public void ShowChannel ( string channel ) = > waitForReady ( ( ) = > channelManager , _ = >
{
try
{
channelManager . OpenChannel ( channel ) ;
}
catch ( ChannelNotFoundException )
{
Logger . Log ( $"The requested channel \" { channel } \ " does not exist" ) ;
}
} ) ;
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/// <summary>
/// Show a beatmap set as an overlay.
/// </summary>
/// <param name="setId">The set to display.</param>
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public void ShowBeatmapSet ( int setId ) = > waitForReady ( ( ) = > beatmapSetOverlay , _ = > beatmapSetOverlay . FetchAndShowBeatmapSet ( setId ) ) ;
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/// <summary>
/// Show a user's profile as an overlay.
/// </summary>
/// <param name="userId">The user to display.</param>
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public void ShowUser ( long userId ) = > waitForReady ( ( ) = > userProfile , _ = > userProfile . ShowUser ( userId ) ) ;
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/// <summary>
/// Show a beatmap's set as an overlay, displaying the given beatmap.
/// </summary>
/// <param name="beatmapId">The beatmap to show.</param>
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public void ShowBeatmap ( int beatmapId ) = > waitForReady ( ( ) = > beatmapSetOverlay , _ = > beatmapSetOverlay . FetchAndShowBeatmap ( beatmapId ) ) ;
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/// <summary>
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/// Present a beatmap at song select immediately.
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/// The user should have already requested this interactively.
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/// </summary>
/// <param name="beatmap">The beatmap to select.</param>
public void PresentBeatmap ( BeatmapSetInfo beatmap )
{
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var databasedSet = beatmap . OnlineBeatmapSetID ! = null
? BeatmapManager . QueryBeatmapSet ( s = > s . OnlineBeatmapSetID = = beatmap . OnlineBeatmapSetID )
: BeatmapManager . QueryBeatmapSet ( s = > s . Hash = = beatmap . Hash ) ;
if ( databasedSet = = null )
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{
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Logger . Log ( "The requested beatmap could not be loaded." , LoggingTarget . Information ) ;
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return ;
}
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performFromMainMenu ( ( ) = >
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{
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// we might already be at song select, so a check is required before performing the load to solo.
if ( menuScreen . IsCurrentScreen ( ) )
menuScreen . LoadToSolo ( ) ;
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// we might even already be at the song
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if ( Beatmap . Value . BeatmapSetInfo . Hash = = databasedSet . Hash )
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{
return ;
}
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// Use first beatmap available for current ruleset, else switch ruleset.
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var first = databasedSet . Beatmaps . Find ( b = > b . Ruleset . Equals ( Ruleset . Value ) ) ? ? databasedSet . Beatmaps . First ( ) ;
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Ruleset . Value = first . Ruleset ;
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Beatmap . Value = BeatmapManager . GetWorkingBeatmap ( first ) ;
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} , $"load {beatmap}" , bypassScreenAllowChecks : true , targetScreen : typeof ( PlaySongSelect ) ) ;
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}
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/// <summary>
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/// Present a score's replay immediately.
/// The user should have already requested this interactively.
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/// </summary>
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public void PresentScore ( ScoreInfo score )
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{
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// The given ScoreInfo may have missing properties if it was retrieved from online data. Re-retrieve it from the database
// to ensure all the required data for presenting a replay are present.
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var databasedScoreInfo = score . OnlineScoreID ! = null
? ScoreManager . Query ( s = > s . OnlineScoreID = = score . OnlineScoreID )
: ScoreManager . Query ( s = > s . Hash = = score . Hash ) ;
if ( databasedScoreInfo = = null )
{
Logger . Log ( "The requested score could not be found locally." , LoggingTarget . Information ) ;
return ;
}
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var databasedScore = ScoreManager . GetScore ( databasedScoreInfo ) ;
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if ( databasedScore . Replay = = null )
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{
Logger . Log ( "The loaded score has no replay data." , LoggingTarget . Information ) ;
return ;
}
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var databasedBeatmap = BeatmapManager . QueryBeatmap ( b = > b . ID = = databasedScoreInfo . Beatmap . ID ) ;
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if ( databasedBeatmap = = null )
{
Logger . Log ( "Tried to load a score for a beatmap we don't have!" , LoggingTarget . Information ) ;
return ;
}
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performFromMainMenu ( ( ) = >
{
Beatmap . Value = BeatmapManager . GetWorkingBeatmap ( databasedBeatmap ) ;
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menuScreen . Push ( new ReplayPlayerLoader ( databasedScore ) ) ;
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} , $"watch {databasedScoreInfo}" , bypassScreenAllowChecks : true ) ;
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}
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protected virtual Loader CreateLoader ( ) = > new Loader ( ) ;
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protected override Container CreateScalingContainer ( ) = > new ScalingContainer ( ScalingMode . Everything ) ;
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#region Beatmap progression
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private void beatmapChanged ( ValueChangedEvent < WorkingBeatmap > beatmap )
{
var nextBeatmap = beatmap . NewValue ;
if ( nextBeatmap ? . Track ! = null )
nextBeatmap . Track . Completed + = currentTrackCompleted ;
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using ( var oldBeatmap = beatmap . OldValue )
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{
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if ( oldBeatmap ? . Track ! = null )
oldBeatmap . Track . Completed - = currentTrackCompleted ;
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}
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updateModDefaults ( ) ;
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nextBeatmap ? . LoadBeatmapAsync ( ) ;
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}
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private void modsChanged ( ValueChangedEvent < IReadOnlyList < Mod > > mods )
{
updateModDefaults ( ) ;
}
private void updateModDefaults ( )
{
BeatmapDifficulty baseDifficulty = Beatmap . Value . BeatmapInfo . BaseDifficulty ;
if ( baseDifficulty ! = null & & SelectedMods . Value . Any ( m = > m is IApplicableToDifficulty ) )
{
var adjustedDifficulty = baseDifficulty . Clone ( ) ;
foreach ( var mod in SelectedMods . Value . OfType < IApplicableToDifficulty > ( ) )
mod . ReadFromDifficulty ( adjustedDifficulty ) ;
}
}
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private void currentTrackCompleted ( ) = > Schedule ( ( ) = >
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{
if ( ! Beatmap . Value . Track . Looping & & ! Beatmap . Disabled )
musicController . NextTrack ( ) ;
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} ) ;
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#endregion
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private ScheduledDelegate performFromMainMenuTask ;
/// <summary>
/// Perform an action only after returning to the main menu.
/// Eagerly tries to exit the current screen until it succeeds.
/// </summary>
/// <param name="action">The action to perform once we are in the correct state.</param>
/// <param name="taskName">The task name to display in a notification (if we can't immediately reach the main menu state).</param>
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/// <param name="targetScreen">An optional target screen type. If this screen is already current we can immediately perform the action without returning to the menu.</param>
/// <param name="bypassScreenAllowChecks">Whether checking <see cref="IOsuScreen.AllowExternalScreenChange"/> should be bypassed.</param>
private void performFromMainMenu ( Action action , string taskName , Type targetScreen = null , bool bypassScreenAllowChecks = false )
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{
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performFromMainMenuTask ? . Cancel ( ) ;
// if the current screen does not allow screen changing, give the user an option to try again later.
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if ( ! bypassScreenAllowChecks & & ( ScreenStack . CurrentScreen as IOsuScreen ) ? . AllowExternalScreenChange = = false )
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{
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notifications . Post ( new SimpleNotification
{
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Text = $"Click here to {taskName}" ,
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Activated = ( ) = >
{
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performFromMainMenu ( action , taskName , targetScreen , true ) ;
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return true ;
}
} ) ;
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return ;
}
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CloseAllOverlays ( false ) ;
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// we may already be at the target screen type.
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if ( targetScreen ! = null & & ScreenStack . CurrentScreen ? . GetType ( ) = = targetScreen )
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{
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action ( ) ;
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return ;
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}
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// all conditions have been met to continue with the action.
if ( menuScreen ? . IsCurrentScreen ( ) = = true & & ! Beatmap . Disabled )
{
action ( ) ;
return ;
}
// menuScreen may not be initialised yet (null check required).
menuScreen ? . MakeCurrent ( ) ;
performFromMainMenuTask = Schedule ( ( ) = > performFromMainMenu ( action , taskName ) ) ;
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}
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/// <summary>
/// Wait for the game (and target component) to become loaded and then run an action.
/// </summary>
/// <param name="retrieveInstance">A function to retrieve a (potentially not-yet-constructed) target instance.</param>
/// <param name="action">The action to perform on the instance when load is confirmed.</param>
/// <typeparam name="T">The type of the target instance.</typeparam>
private void waitForReady < T > ( Func < T > retrieveInstance , Action < T > action )
where T : Drawable
{
var instance = retrieveInstance ( ) ;
if ( ScreenStack = = null | | ScreenStack . CurrentScreen is StartupScreen | | instance ? . IsLoaded ! = true )
Schedule ( ( ) = > waitForReady ( retrieveInstance , action ) ) ;
else
action ( instance ) ;
}
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
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SentryLogger . Dispose ( ) ;
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}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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// The next time this is updated is in UpdateAfterChildren, which occurs too late and results
// in the cursor being shown for a few frames during the intro.
// This prevents the cursor from showing until we have a screen with CursorVisible = true
MenuCursorContainer . CanShowCursor = menuScreen ? . CursorVisible ? ? false ;
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// todo: all archive managers should be able to be looped here.
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SkinManager . PostNotification = n = > notifications ? . Post ( n ) ;
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SkinManager . GetStableStorage = GetStorageForStableInstall ;
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BeatmapManager . PostNotification = n = > notifications ? . Post ( n ) ;
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BeatmapManager . GetStableStorage = GetStorageForStableInstall ;
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BeatmapManager . PresentImport = items = > PresentBeatmap ( items . First ( ) ) ;
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ScoreManager . PostNotification = n = > notifications ? . Post ( n ) ;
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ScoreManager . GetStableStorage = GetStorageForStableInstall ;
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ScoreManager . PresentImport = items = > PresentScore ( items . First ( ) ) ;
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Container logoContainer ;
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BackButton . Receptor receptor ;
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dependencies . CacheAs ( idleTracker = new GameIdleTracker ( 6000 ) ) ;
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AddRange ( new Drawable [ ]
{
new VolumeControlReceptor
{
RelativeSizeAxes = Axes . Both ,
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ActionRequested = action = > volume . Adjust ( action ) ,
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ScrollActionRequested = ( action , amount , isPrecise ) = > volume . Adjust ( action , amount , isPrecise ) ,
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} ,
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screenContainer = new ScalingContainer ( ScalingMode . ExcludeOverlays )
{
RelativeSizeAxes = Axes . Both ,
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Children = new Drawable [ ]
{
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receptor = new BackButton . Receptor ( ) ,
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ScreenStack = new OsuScreenStack { RelativeSizeAxes = Axes . Both } ,
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BackButton = new BackButton ( receptor )
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{
Anchor = Anchor . BottomLeft ,
Origin = Anchor . BottomLeft ,
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Action = ( ) = >
{
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if ( ( ScreenStack . CurrentScreen as IOsuScreen ) ? . AllowBackButton = = true )
ScreenStack . Exit ( ) ;
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}
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} ,
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logoContainer = new Container { RelativeSizeAxes = Axes . Both } ,
}
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} ,
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overlayContent = new Container { RelativeSizeAxes = Axes . Both } ,
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rightFloatingOverlayContent = new Container { RelativeSizeAxes = Axes . Both } ,
leftFloatingOverlayContent = new Container { RelativeSizeAxes = Axes . Both } ,
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topMostOverlayContent = new Container { RelativeSizeAxes = Axes . Both } ,
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idleTracker
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} ) ;
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ScreenStack . ScreenPushed + = screenPushed ;
ScreenStack . ScreenExited + = screenExited ;
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loadComponentSingleFile ( osuLogo , logo = >
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{
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logoContainer . Add ( logo ) ;
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// Loader has to be created after the logo has finished loading as Loader performs logo transformations on entering.
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ScreenStack . Push ( CreateLoader ( ) . With ( l = > l . RelativeSizeAxes = Axes . Both ) ) ;
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} ) ;
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loadComponentSingleFile ( Toolbar = new Toolbar
{
OnHome = delegate
{
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CloseAllOverlays ( false ) ;
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menuScreen ? . MakeCurrent ( ) ;
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} ,
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} , topMostOverlayContent . Add ) ;
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loadComponentSingleFile ( volume = new VolumeOverlay ( ) , leftFloatingOverlayContent . Add , true ) ;
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loadComponentSingleFile ( new OnScreenDisplay ( ) , Add , true ) ;
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loadComponentSingleFile ( musicController = new MusicController ( ) , Add , true ) ;
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loadComponentSingleFile ( notifications = new NotificationOverlay
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{
GetToolbarHeight = ( ) = > ToolbarOffset ,
Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
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} , rightFloatingOverlayContent . Add , true ) ;
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loadComponentSingleFile ( screenshotManager , Add ) ;
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//overlay elements
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loadComponentSingleFile ( direct = new DirectOverlay ( ) , overlayContent . Add , true ) ;
loadComponentSingleFile ( social = new SocialOverlay ( ) , overlayContent . Add , true ) ;
loadComponentSingleFile ( channelManager = new ChannelManager ( ) , AddInternal , true ) ;
loadComponentSingleFile ( chatOverlay = new ChatOverlay ( ) , overlayContent . Add , true ) ;
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loadComponentSingleFile ( Settings = new SettingsOverlay { GetToolbarHeight = ( ) = > ToolbarOffset } , leftFloatingOverlayContent . Add , true ) ;
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var changelogOverlay = loadComponentSingleFile ( new ChangelogOverlay ( ) , overlayContent . Add , true ) ;
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loadComponentSingleFile ( userProfile = new UserProfileOverlay ( ) , overlayContent . Add , true ) ;
loadComponentSingleFile ( beatmapSetOverlay = new BeatmapSetOverlay ( ) , overlayContent . Add , true ) ;
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loadComponentSingleFile ( new LoginOverlay
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{
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GetToolbarHeight = ( ) = > ToolbarOffset ,
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Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
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} , rightFloatingOverlayContent . Add , true ) ;
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loadComponentSingleFile ( nowPlaying = new NowPlayingOverlay
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{
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GetToolbarHeight = ( ) = > ToolbarOffset ,
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Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
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} , rightFloatingOverlayContent . Add , true ) ;
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loadComponentSingleFile ( new AccountCreationOverlay ( ) , topMostOverlayContent . Add , true ) ;
loadComponentSingleFile ( new DialogOverlay ( ) , topMostOverlayContent . Add , true ) ;
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loadComponentSingleFile ( externalLinkOpener = new ExternalLinkOpener ( ) , topMostOverlayContent . Add ) ;
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chatOverlay . State . ValueChanged + = state = > channelManager . HighPollRate . Value = state . NewValue = = Visibility . Visible ;
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Add ( externalLinkOpener = new ExternalLinkOpener ( ) ) ;
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// side overlays which cancel each other.
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var singleDisplaySideOverlays = new OverlayContainer [ ] { Settings , notifications } ;
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foreach ( var overlay in singleDisplaySideOverlays )
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{
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overlay . State . ValueChanged + = state = >
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{
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if ( state . NewValue = = Visibility . Hidden ) return ;
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singleDisplaySideOverlays . Where ( o = > o ! = overlay ) . ForEach ( o = > o . Hide ( ) ) ;
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} ;
}
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// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
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var informationalOverlays = new OverlayContainer [ ] { beatmapSetOverlay , userProfile } ;
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foreach ( var overlay in informationalOverlays )
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{
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overlay . State . ValueChanged + = state = >
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{
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if ( state . NewValue = = Visibility . Hidden ) return ;
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informationalOverlays . Where ( o = > o ! = overlay ) . ForEach ( o = > o . Hide ( ) ) ;
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} ;
}
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// ensure only one of these overlays are open at once.
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var singleDisplayOverlays = new OverlayContainer [ ] { chatOverlay , social , direct , changelogOverlay } ;
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foreach ( var overlay in singleDisplayOverlays )
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{
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overlay . State . ValueChanged + = state = >
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{
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// informational overlays should be dismissed on a show or hide of a full overlay.
informationalOverlays . ForEach ( o = > o . Hide ( ) ) ;
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if ( state . NewValue = = Visibility . Hidden ) return ;
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singleDisplayOverlays . Where ( o = > o ! = overlay ) . ForEach ( o = > o . Hide ( ) ) ;
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} ;
}
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OverlayActivationMode . ValueChanged + = mode = >
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{
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if ( mode . NewValue ! = OverlayActivation . All ) CloseAllOverlays ( ) ;
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} ;
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void updateScreenOffset ( )
{
float offset = 0 ;
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if ( Settings . State . Value = = Visibility . Visible )
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offset + = ToolbarButton . WIDTH / 2 ;
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if ( notifications . State . Value = = Visibility . Visible )
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offset - = ToolbarButton . WIDTH / 2 ;
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screenContainer . MoveToX ( offset , SettingsPanel . TRANSITION_LENGTH , Easing . OutQuint ) ;
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}
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Settings . State . ValueChanged + = _ = > updateScreenOffset ( ) ;
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notifications . State . ValueChanged + = _ = > updateScreenOffset ( ) ;
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}
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public class GameIdleTracker : IdleTracker
{
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private InputManager inputManager ;
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public GameIdleTracker ( int time )
: base ( time )
{
}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
inputManager = GetContainingInputManager ( ) ;
}
protected override bool AllowIdle = > inputManager . FocusedDrawable = = null ;
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}
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private void forwardLoggedErrorsToNotifications ( )
{
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int recentLogCount = 0 ;
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const double debounce = 60000 ;
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Logger . NewEntry + = entry = >
{
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if ( entry . Level < LogLevel . Important | | entry . Target = = null ) return ;
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2018-06-21 13:50:42 +08:00
const int short_term_display_limit = 3 ;
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2018-06-21 13:50:42 +08:00
if ( recentLogCount < short_term_display_limit )
{
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Schedule ( ( ) = > notifications . Post ( new SimpleNotification
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{
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Icon = entry . Level = = LogLevel . Important ? FontAwesome . Solid . ExclamationCircle : FontAwesome . Solid . Bomb ,
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Text = entry . Message + ( entry . Exception ! = null & & IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string . Empty ) ,
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} ) ) ;
}
else if ( recentLogCount = = short_term_display_limit )
{
Schedule ( ( ) = > notifications . Post ( new SimpleNotification
{
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Icon = FontAwesome . Solid . EllipsisH ,
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Text = "Subsequent messages have been logged. Click to view log files." ,
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Activated = ( ) = >
{
Host . Storage . GetStorageForDirectory ( "logs" ) . OpenInNativeExplorer ( ) ;
return true ;
}
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} ) ) ;
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}
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Interlocked . Increment ( ref recentLogCount ) ;
Scheduler . AddDelayed ( ( ) = > Interlocked . Decrement ( ref recentLogCount ) , debounce ) ;
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} ;
}
private Task asyncLoadStream ;
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private T loadComponentSingleFile < T > ( T d , Action < T > add , bool cache = false )
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where T : Drawable
{
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if ( cache )
dependencies . Cache ( d ) ;
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if ( d is OverlayContainer overlay )
overlays . Add ( overlay ) ;
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// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
// we could avoid the need for scheduling altogether.
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Schedule ( ( ) = >
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{
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var previousLoadStream = asyncLoadStream ;
//chain with existing load stream
asyncLoadStream = Task . Run ( async ( ) = >
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{
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if ( previousLoadStream ! = null )
await previousLoadStream ;
try
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{
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Logger . Log ( $"Loading {d}..." , level : LogLevel . Debug ) ;
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// Since this is running in a separate thread, it is possible for OsuGame to be disposed after LoadComponentAsync has been called
// throwing an exception. To avoid this, the call is scheduled on the update thread, which does not run if IsDisposed = true
Task task = null ;
var del = new ScheduledDelegate ( ( ) = > task = LoadComponentAsync ( d , add ) ) ;
Scheduler . Add ( del ) ;
// The delegate won't complete if OsuGame has been disposed in the meantime
while ( ! IsDisposed & & ! del . Completed )
await Task . Delay ( 10 ) ;
// Either we're disposed or the load process has started successfully
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if ( IsDisposed )
return ;
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Debug . Assert ( task ! = null ) ;
await task ;
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Logger . Log ( $"Loaded {d}!" , level : LogLevel . Debug ) ;
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}
catch ( OperationCanceledException )
{
}
} ) ;
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} ) ;
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return d ;
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}
public bool OnPressed ( GlobalAction action )
{
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if ( introScreen = = null ) return false ;
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switch ( action )
{
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case GlobalAction . ToggleNowPlaying :
nowPlaying . ToggleVisibility ( ) ;
return true ;
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case GlobalAction . ToggleChat :
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chatOverlay . ToggleVisibility ( ) ;
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return true ;
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2018-04-13 17:19:50 +08:00
case GlobalAction . ToggleSocial :
social . ToggleVisibility ( ) ;
return true ;
2019-04-01 11:16:05 +08:00
2018-04-13 17:19:50 +08:00
case GlobalAction . ResetInputSettings :
var sensitivity = frameworkConfig . GetBindable < double > ( FrameworkSetting . CursorSensitivity ) ;
sensitivity . Disabled = false ;
sensitivity . Value = 1 ;
sensitivity . Disabled = true ;
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frameworkConfig . Set ( FrameworkSetting . IgnoredInputHandlers , string . Empty ) ;
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frameworkConfig . GetBindable < ConfineMouseMode > ( FrameworkSetting . ConfineMouseMode ) . SetDefault ( ) ;
return true ;
2019-04-01 11:16:05 +08:00
2018-04-13 17:19:50 +08:00
case GlobalAction . ToggleToolbar :
Toolbar . ToggleVisibility ( ) ;
return true ;
2019-04-01 11:16:05 +08:00
2018-04-13 17:19:50 +08:00
case GlobalAction . ToggleSettings :
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Settings . ToggleVisibility ( ) ;
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return true ;
2019-04-01 11:16:05 +08:00
2018-04-13 17:19:50 +08:00
case GlobalAction . ToggleDirect :
direct . ToggleVisibility ( ) ;
return true ;
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2018-05-02 18:42:03 +08:00
case GlobalAction . ToggleGameplayMouseButtons :
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LocalConfig . Set ( OsuSetting . MouseDisableButtons , ! LocalConfig . Get < bool > ( OsuSetting . MouseDisableButtons ) ) ;
return true ;
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}
return false ;
}
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#region Inactive audio dimming
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private readonly BindableDouble inactiveVolumeFade = new BindableDouble ( ) ;
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2019-02-19 18:16:03 +08:00
private void updateActiveState ( bool isActive )
2018-04-13 17:19:50 +08:00
{
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if ( isActive )
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this . TransformBindableTo ( inactiveVolumeFade , 1 , 400 , Easing . OutQuint ) ;
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else
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this . TransformBindableTo ( inactiveVolumeFade , LocalConfig . Get < double > ( OsuSetting . VolumeInactive ) , 4000 , Easing . OutQuint ) ;
2018-04-13 17:19:50 +08:00
}
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#endregion
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public bool OnReleased ( GlobalAction action ) = > false ;
private Container overlayContent ;
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private Container rightFloatingOverlayContent ;
private Container leftFloatingOverlayContent ;
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2019-03-22 02:16:10 +08:00
private Container topMostOverlayContent ;
2019-03-20 12:30:24 +08:00
2018-04-13 17:19:50 +08:00
private FrameworkConfigManager frameworkConfig ;
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2019-01-04 12:29:37 +08:00
private ScalingContainer screenContainer ;
2018-04-13 17:19:50 +08:00
2019-06-20 22:40:25 +08:00
private MusicController musicController ;
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protected override bool OnExiting ( )
{
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if ( ScreenStack . CurrentScreen is Loader )
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return false ;
if ( introScreen = = null )
return true ;
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if ( ! introScreen . DidLoadMenu | | ! ( ScreenStack . CurrentScreen is IntroScreen ) )
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{
Scheduler . Add ( introScreen . MakeCurrent ) ;
return true ;
}
return base . OnExiting ( ) ;
}
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/// <summary>
/// Use to programatically exit the game as if the user was triggering via alt-f4.
/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
/// </summary>
public void GracefullyExit ( )
{
if ( ! OnExiting ( ) )
Exit ( ) ;
else
Scheduler . AddDelayed ( GracefullyExit , 2000 ) ;
}
protected override void UpdateAfterChildren ( )
{
base . UpdateAfterChildren ( ) ;
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screenContainer . Padding = new MarginPadding { Top = ToolbarOffset } ;
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overlayContent . Padding = new MarginPadding { Top = ToolbarOffset } ;
2018-04-13 17:19:50 +08:00
2019-07-29 13:30:46 +08:00
MenuCursorContainer . CanShowCursor = ( ScreenStack . CurrentScreen as IOsuScreen ) ? . CursorVisible ? ? false ;
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}
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protected virtual void ScreenChanged ( IScreen current , IScreen newScreen )
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{
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switch ( newScreen )
{
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case IntroScreen intro :
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introScreen = intro ;
break ;
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2019-01-23 19:52:00 +08:00
case MainMenu menu :
menuScreen = menu ;
break ;
}
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if ( newScreen is IOsuScreen newOsuScreen )
{
OverlayActivationMode . Value = newOsuScreen . InitialOverlayActivationMode ;
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musicController . AllowRateAdjustments = newOsuScreen . AllowRateAdjustments ;
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if ( newOsuScreen . HideOverlaysOnEnter )
CloseAllOverlays ( ) ;
else
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Toolbar . Show ( ) ;
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if ( newOsuScreen . AllowBackButton )
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BackButton . Show ( ) ;
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else
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BackButton . Hide ( ) ;
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}
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}
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private void screenPushed ( IScreen lastScreen , IScreen newScreen )
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{
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ScreenChanged ( lastScreen , newScreen ) ;
Logger . Log ( $"Screen changed → {newScreen}" ) ;
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}
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private void screenExited ( IScreen lastScreen , IScreen newScreen )
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{
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ScreenChanged ( lastScreen , newScreen ) ;
Logger . Log ( $"Screen changed ← {newScreen}" ) ;
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if ( newScreen = = null )
Exit ( ) ;
}
}
}