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osu-lazer/osu.Game/Screens/Menu/IntroScreen.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
using System;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
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using osu.Game.Database;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Screens.Backgrounds;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
using Realms;
namespace osu.Game.Screens.Menu
{
public abstract class IntroScreen : StartupScreen
{
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/// <summary>
/// Whether we have loaded the menu previously.
/// </summary>
public bool DidLoadMenu { get; private set; }
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/// <summary>
/// A hash used to find the associated beatmap if already imported.
/// </summary>
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protected abstract string BeatmapHash { get; }
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/// <summary>
/// A source file to use as an import source if the intro beatmap is not yet present.
/// Should be within the "Tracks" namespace of game resources.
/// </summary>
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protected abstract string BeatmapFile { get; }
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protected IBindable<bool> MenuVoice { get; private set; }
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protected IBindable<bool> MenuMusic { get; private set; }
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private WorkingBeatmap initialBeatmap;
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protected ITrack Track { get; private set; }
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private const int exit_delay = 3000;
private SkinnableSound skinnableSeeya;
private ISample seeya;
protected virtual string SeeyaSampleName => "Intro/seeya";
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protected override bool PlayExitSound => false;
private LeasedBindable<WorkingBeatmap> beatmap;
private OsuScreen nextScreen;
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[Resolved]
private AudioManager audio { get; set; }
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[Resolved]
private MusicController musicController { get; set; }
[CanBeNull]
private readonly Func<OsuScreen> createNextScreen;
[Resolved]
private RulesetStore rulesets { get; set; }
/// <summary>
/// Whether the <see cref="Track"/> is provided by osu! resources, rather than a user beatmap.
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/// Only valid during or after <see cref="LogoArriving"/>.
/// </summary>
protected bool UsingThemedIntro { get; private set; }
protected IntroScreen([CanBeNull] Func<MainMenu> createNextScreen = null)
{
this.createNextScreen = createNextScreen;
}
[Resolved]
private BeatmapManager beatmaps { get; set; }
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, Framework.Game game, RealmAccess realm, IAPIProvider api)
{
// prevent user from changing beatmap while the intro is still running.
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beatmap = Beatmap.BeginLease(false);
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MenuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
MenuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
if (api.LocalUser.Value.IsSupporter)
AddInternal(skinnableSeeya = new SkinnableSound(new SampleInfo(SeeyaSampleName)));
else
seeya = audio.Samples.Get(SeeyaSampleName);
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// if the user has requested not to play theme music, we should attempt to find a random beatmap from their collection.
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if (!MenuMusic.Value)
{
realm.Run(r =>
{
var usableBeatmapSets = r.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected).AsRealmCollection();
int setCount = usableBeatmapSets.Count;
if (setCount > 0)
{
var found = usableBeatmapSets[RNG.Next(0, setCount - 1)].Beatmaps.FirstOrDefault();
if (found != null)
initialBeatmap = beatmaps.GetWorkingBeatmap(found);
}
});
}
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// we generally want a song to be playing on startup, so use the intro music even if a user has specified not to if no other track is available.
if (initialBeatmap == null)
{
// Intro beatmaps are generally made using the osu! ruleset.
// It might not be present in test projects for other rulesets.
bool osuRulesetPresent = rulesets.GetRuleset(0) != null;
if (!loadThemedIntro() && osuRulesetPresent)
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{
// if we detect that the theme track or beatmap is unavailable this is either first startup or things are in a bad state.
// this could happen if a user has nuked their files store. for now, reimport to repair this.
var import = beatmaps.Import(new ImportTask(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).GetResultSafely();
import?.PerformWrite(b => b.Protected = true);
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loadThemedIntro();
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}
}
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bool loadThemedIntro()
{
var setInfo = beatmaps.QueryBeatmapSet(b => b.Protected && b.Hash == BeatmapHash);
if (setInfo == null)
return false;
setInfo.PerformRead(s =>
{
if (s.Beatmaps.Count == 0)
return;
initialBeatmap = beatmaps.GetWorkingBeatmap(s.Beatmaps.First());
});
return UsingThemedIntro = initialBeatmap != null;
}
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}
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
ensureEventuallyArrivingAtMenu();
}
[Resolved]
private INotificationOverlay notifications { get; set; }
private void ensureEventuallyArrivingAtMenu()
{
// This intends to handle the case where an intro may get stuck.
// Historically, this could happen if the host system's audio device is in a state it can't
// play audio, causing a clock to never elapse time and the intro to never end.
//
// This safety measure gives the user a chance to fix the problem from the settings menu.
Scheduler.AddDelayed(() =>
{
if (DidLoadMenu)
return;
PrepareMenuLoad();
LoadMenu();
notifications.Post(new SimpleErrorNotification
{
Text = "osu! doesn't seem to be able to play audio correctly.\n\nPlease try changing your audio device to a working setting."
});
}, 5000);
}
public override void OnResuming(ScreenTransitionEvent e)
{
this.FadeIn(300);
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double fadeOutTime = exit_delay;
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var track = musicController.CurrentTrack;
// ensure the track doesn't change or loop as we are exiting.
track.Looping = false;
Beatmap.Disabled = true;
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// we also handle the exit transition.
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if (MenuVoice.Value)
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{
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if (skinnableSeeya != null)
{
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// resuming a screen (i.e. calling OnResume) happens before the screen itself becomes alive,
// therefore skinnable samples may not be updated yet with the recently selected skin.
// schedule after children to ensure skinnable samples have processed skin changes before playing.
ScheduleAfterChildren(() => skinnableSeeya.Play());
}
else
seeya.Play();
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// if playing the outro voice, we have more time to have fun with the background track.
// initially fade to almost silent then ramp out over the remaining time.
const double initial_fade = 200;
track
.VolumeTo(0.03f, initial_fade).Then()
.VolumeTo(0, fadeOutTime - initial_fade, Easing.In);
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}
else
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{
fadeOutTime = 500;
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// if outro voice is turned off, just do a simple fade out.
track.VolumeTo(0, fadeOutTime, Easing.Out);
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}
//don't want to fade out completely else we will stop running updates.
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Game.FadeTo(0.01f, fadeOutTime).OnComplete(_ => this.Exit());
base.OnResuming(e);
}
public override void OnSuspending(ScreenTransitionEvent e)
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{
base.OnSuspending(e);
initialBeatmap = null;
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}
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack();
protected virtual void StartTrack()
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{
// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Menu.
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if (UsingThemedIntro)
Track.Start();
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}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
logo.Colour = Color4.White;
logo.Triangles = false;
logo.Ripple = false;
if (!resuming)
{
// generally this can never be null
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// an exception is running ruleset tests, where the osu! ruleset may not be present (causing importing the intro to fail).
if (initialBeatmap != null)
beatmap.Value = initialBeatmap;
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Track = beatmap.Value.Track;
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// ensure the track starts at maximum volume
musicController.CurrentTrack.FinishTransforms();
logo.MoveTo(new Vector2(0.5f));
logo.ScaleTo(Vector2.One);
logo.Hide();
}
else
{
const int quick_appear = 350;
int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
logo
.ScaleTo(1, initialMovementTime, Easing.OutQuint)
.FadeIn(quick_appear, Easing.OutQuint)
.Then()
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.RotateTo(20, exit_delay * 1.5f)
.FadeOut(exit_delay);
}
}
protected void PrepareMenuLoad()
{
if (nextScreen != null)
return;
nextScreen = createNextScreen?.Invoke();
if (nextScreen != null)
LoadComponentAsync(nextScreen);
}
protected void LoadMenu()
{
if (DidLoadMenu)
return;
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beatmap.Return();
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DidLoadMenu = true;
if (nextScreen != null)
this.Push(nextScreen);
}
}
}