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osu-lazer/osu.Game/Screens/Menu/MainMenu.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.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Framework.Platform;
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using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
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using osu.Game.IO;
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using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
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using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Edit;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Screens.Select;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Menu
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{
public partial class MainMenu : OsuScreen, IHandlePresentBeatmap, IKeyBindingHandler<GlobalAction>
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{
public const float FADE_IN_DURATION = 300;
public const float FADE_OUT_DURATION = 400;
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public override bool HideOverlaysOnEnter => Buttons == null || Buttons.State == ButtonSystemState.Initial;
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public override bool AllowBackButton => false;
public override bool AllowExternalScreenChange => true;
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private Screen songSelect;
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private MenuSideFlashes sideFlashes;
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protected ButtonSystem Buttons;
[Resolved]
private GameHost host { get; set; }
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[Resolved]
private INotificationOverlay notifications { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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[Resolved(canBeNull: true)]
private LoginOverlay login { get; set; }
[Resolved]
private IAPIProvider api { get; set; }
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[Resolved(canBeNull: true)]
private IDialogOverlay dialogOverlay { get; set; }
protected override BackgroundScreen CreateBackground() => new BackgroundScreenDefault();
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protected override bool PlayExitSound => false;
private Bindable<double> holdDelay;
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private Bindable<bool> loginDisplayed;
private HoldToExitGameOverlay holdToExitGameOverlay;
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private bool exitConfirmedViaDialog;
private bool exitConfirmedViaHoldOrClick;
private ParallaxContainer buttonsContainer;
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private SongTicker songTicker;
[BackgroundDependencyLoader(true)]
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private void load(BeatmapListingOverlay beatmapListing, SettingsOverlay settings, OsuConfigManager config, SessionStatics statics)
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{
holdDelay = config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
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loginDisplayed = statics.GetBindable<bool>(Static.LoginOverlayDisplayed);
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if (host.CanExit)
{
AddInternal(holdToExitGameOverlay = new HoldToExitGameOverlay
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{
Action = () =>
{
exitConfirmedViaHoldOrClick = holdDelay.Value > 0;
this.Exit();
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}
});
}
AddRangeInternal(new[]
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{
buttonsContainer = new ParallaxContainer
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{
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ParallaxAmount = 0.01f,
Children = new Drawable[]
{
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Buttons = new ButtonSystem
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{
OnEdit = delegate
{
Beatmap.SetDefault();
this.Push(new EditorLoader());
},
OnSolo = loadSoloSongSelect,
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OnMultiplayer = () => this.Push(new Multiplayer()),
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OnPlaylists = () => this.Push(new Playlists()),
OnExit = () =>
{
exitConfirmedViaHoldOrClick = true;
this.Exit();
}
}
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}
},
sideFlashes = new MenuSideFlashes(),
songTicker = new SongTicker
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Margin = new MarginPadding { Right = 15, Top = 5 }
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},
holdToExitGameOverlay?.CreateProxy() ?? Empty()
});
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Buttons.StateChanged += state =>
{
switch (state)
{
case ButtonSystemState.Initial:
case ButtonSystemState.Exit:
ApplyToBackground(b => b.FadeColour(Color4.White, 500, Easing.OutSine));
break;
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default:
ApplyToBackground(b => b.FadeColour(OsuColour.Gray(0.8f), 500, Easing.OutSine));
break;
}
};
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Buttons.OnSettings = () => settings?.ToggleVisibility();
Buttons.OnBeatmapListing = () => beatmapListing?.ToggleVisibility();
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preloadSongSelect();
}
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[Resolved(canBeNull: true)]
private IPerformFromScreenRunner performer { get; set; }
public void ReturnToOsuLogo() => Buttons.State = ButtonSystemState.Initial;
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private void confirmAndExit()
{
if (exitConfirmedViaDialog) return;
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exitConfirmedViaDialog = true;
performer?.PerformFromScreen(menu => menu.Exit());
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}
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private void preloadSongSelect()
{
if (songSelect == null)
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LoadComponentAsync(songSelect = new PlaySongSelect());
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}
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private void loadSoloSongSelect() => this.Push(consumeSongSelect());
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private Screen consumeSongSelect()
{
var s = songSelect;
songSelect = null;
return s;
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}
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[Resolved]
private Storage storage { get; set; }
public override void OnEntering(ScreenTransitionEvent e)
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{
base.OnEntering(e);
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Buttons.FadeInFromZero(500);
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if (e.Last is IntroScreen && musicController.TrackLoaded)
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{
var track = musicController.CurrentTrack;
// presume the track is the current beatmap's track. not sure how correct this assumption is but it has worked until now.
if (!track.IsRunning)
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{
Beatmap.Value.PrepareTrackForPreview(false);
track.Restart();
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}
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}
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if (storage is OsuStorage osuStorage && osuStorage.Error != OsuStorageError.None)
dialogOverlay?.Push(new StorageErrorDialog(osuStorage, osuStorage.Error));
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}
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protected override void LogoArriving(OsuLogo logo, bool resuming)
{
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base.LogoArriving(logo, resuming);
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Buttons.SetOsuLogo(logo);
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logo.FadeColour(Color4.White, 100, Easing.OutQuint);
logo.FadeIn(100, Easing.OutQuint);
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if (resuming)
{
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Buttons.State = ButtonSystemState.TopLevel;
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this.FadeIn(FADE_IN_DURATION, Easing.OutQuint);
buttonsContainer.MoveTo(new Vector2(0, 0), FADE_IN_DURATION, Easing.OutQuint);
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sideFlashes.Delay(FADE_IN_DURATION).FadeIn(64, Easing.InQuint);
}
else if (!api.IsLoggedIn)
{
// copy out old action to avoid accidentally capturing logo.Action in closure, causing a self-reference loop.
var previousAction = logo.Action;
// we want to hook into logo.Action to display the login overlay, but also preserve the return value of the old action.
// therefore pass the old action to displayLogin, so that it can return that value.
// this ensures that the OsuLogo sample does not play when it is not desired.
logo.Action = () => displayLogin(previousAction);
}
bool displayLogin(Func<bool> originalAction)
{
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if (!loginDisplayed.Value)
{
Scheduler.AddDelayed(() => login?.Show(), 500);
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loginDisplayed.Value = true;
}
return originalAction.Invoke();
}
}
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protected override void LogoSuspending(OsuLogo logo)
{
var seq = logo.FadeOut(300, Easing.InSine)
.ScaleTo(0.2f, 300, Easing.InSine);
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seq.OnComplete(_ => Buttons.SetOsuLogo(null));
seq.OnAbort(_ => Buttons.SetOsuLogo(null));
}
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public override void OnSuspending(ScreenTransitionEvent e)
{
base.OnSuspending(e);
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Buttons.State = ButtonSystemState.EnteringMode;
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this.FadeOut(FADE_OUT_DURATION, Easing.InSine);
buttonsContainer.MoveTo(new Vector2(-800, 0), FADE_OUT_DURATION, Easing.InSine);
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sideFlashes.FadeOut(64, Easing.OutQuint);
}
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public override void OnResuming(ScreenTransitionEvent e)
{
base.OnResuming(e);
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ApplyToBackground(b => (b as BackgroundScreenDefault)?.Next());
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// we may have consumed our preloaded instance, so let's make another.
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preloadSongSelect();
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musicController.EnsurePlayingSomething();
}
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public override bool OnExiting(ScreenExitEvent e)
{
bool requiresConfirmation =
// we need to have a dialog overlay to confirm in the first place.
dialogOverlay != null
// if the dialog has already displayed and been accepted by the user, we are good.
&& !exitConfirmedViaDialog
// Only require confirmation if there is either an ongoing operation or the user exited via a non-hold escape press.
&& (notifications.HasOngoingOperations || !exitConfirmedViaHoldOrClick);
if (requiresConfirmation)
{
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if (dialogOverlay.CurrentDialog is ConfirmExitDialog exitDialog)
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exitDialog.PerformOkAction();
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else
{
dialogOverlay.Push(new ConfirmExitDialog(() =>
{
exitConfirmedViaDialog = true;
this.Exit();
}, () =>
{
holdToExitGameOverlay.Abort();
}));
}
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return true;
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}
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Buttons.State = ButtonSystemState.Exit;
OverlayActivationMode.Value = OverlayActivation.Disabled;
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songTicker.Hide();
this.FadeOut(3000);
return base.OnExiting(e);
}
public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset)
{
Logger.Log($"{nameof(MainMenu)} completing {nameof(PresentBeatmap)} with beatmap {beatmap} ruleset {ruleset}");
Beatmap.Value = beatmap;
Ruleset.Value = ruleset;
Schedule(loadSoloSongSelect);
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
switch (e.Action)
{
case GlobalAction.Back:
// In the case of a host being able to exit, the back action is handled by ExitConfirmOverlay.
Debug.Assert(!host.CanExit);
return host.SuspendToBackground();
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
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}
}