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osu-lazer/osu.Game/Screens/Select/PlaySongSelect.cs

406 lines
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C#
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
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using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.GameModes;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Drawable;
using osu.Game.Database;
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using osu.Game.Modes;
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using osu.Game.Screens.Backgrounds;
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using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Game.Screens.Play;
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using osu.Framework;
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namespace osu.Game.Screens.Select
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{
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public class PlaySongSelect : OsuGameMode
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{
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private Bindable<PlayMode> playMode;
private BeatmapDatabase database;
protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
private CarousellContainer carousell;
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private TrackManager trackManager;
private Container backgroundWedgesContainer;
private static readonly Vector2 wedged_container_size = new Vector2(700, 225);
private static readonly Vector2 wedged_container_shear = new Vector2(0.15f, 0);
private static readonly Vector2 wedged_container_start_position = new Vector2(0, 50);
private Container wedgedContainer;
private Container wedgedBeatmapInfo;
private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
/// <param name="database">Optionally provide a database to use instead of the OsuGame one.</param>
public PlaySongSelect(BeatmapDatabase database = null)
{
this.database = database;
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const float scrollWidth = 640;
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const float bottomToolHeight = 50;
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Children = new Drawable[]
{
backgroundWedgesContainer = new Container
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{
RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
Padding = new MarginPadding { Right = scrollWidth },
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Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(1, 0.5f),
Colour = new Color4(0, 0, 0, 0.5f),
Shear = new Vector2(0.15f, 0),
EdgeSmoothness = new Vector2(2, 0),
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},
new Box
{
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Y,
Size = new Vector2(1, -0.5f),
Position = new Vector2(0, 1),
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Colour = new Color4(0, 0, 0, 0.5f),
Shear = new Vector2(-0.15f, 0),
EdgeSmoothness = new Vector2(2, 0),
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},
}
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},
carousell = new CarousellContainer
{
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RelativeSizeAxes = Axes.Y,
Size = new Vector2(scrollWidth, 1),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
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},
wedgedContainer = new Container
{
Alpha = 0,
Position = wedged_container_start_position,
Size = wedged_container_size,
Margin = new MarginPadding { Top = 20, Right = 20, },
Masking = true,
BorderColour = new Color4(221, 255, 255, 255),
BorderThickness = 2.5f,
EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType.Glow,
Colour = new Color4(130, 204, 255, 150),
Radius = 20,
Roundness = 15,
},
Shear = wedged_container_shear,
Children = new Drawable[]
{
},
},
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new Container
{
RelativeSizeAxes = Axes.X,
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Height = bottomToolHeight,
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Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Colour = new Color4(0, 0, 0, 0.5f),
},
new Button
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Y,
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Width = 100,
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Text = "Play",
Colour = new Color4(238, 51, 153, 255),
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Action = () => Push(new Player
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{
BeatmapInfo = carousell.SelectedGroup.SelectedPanel.Beatmap,
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PreferredPlayMode = playMode.Value
})
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},
}
}
};
}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(BeatmapDatabase beatmaps, AudioManager audio, BaseGame game, OsuGame osuGame)
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{
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if (osuGame != null)
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{
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playMode = osuGame.PlayMode;
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playMode.ValueChanged += playMode_ValueChanged;
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// Temporary:
carousell.Padding = new MarginPadding { Top = ToolbarPadding };
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}
if (database == null)
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database = beatmaps;
database.BeatmapSetAdded += s => Schedule(() => addBeatmapSet(s, game));
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trackManager = audio.Track;
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Task.Factory.StartNew(() => addBeatmapSets(game));
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}
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protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
ensurePlayingSelected();
changeBackground(Beatmap);
Content.FadeInFromZero(250);
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}
protected override void OnResuming(GameMode last)
{
changeBackground(Beatmap);
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ensurePlayingSelected();
base.OnResuming(last);
Content.FadeIn(250);
}
protected override void OnSuspending(GameMode next)
{
Content.FadeOut(250);
base.OnSuspending(next);
}
protected override bool OnExiting(GameMode next)
{
Content.FadeOut(100);
return base.OnExiting(next);
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}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (playMode != null)
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playMode.ValueChanged -= playMode_ValueChanged;
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}
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private void playMode_ValueChanged(object sender, EventArgs e)
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{
}
private void changeBackground(WorkingBeatmap beatmap)
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{
if (beatmap == null)
return;
var backgroundModeBeatmap = Background as BackgroundModeBeatmap;
if (backgroundModeBeatmap != null)
{
backgroundModeBeatmap.Beatmap = beatmap;
// TODO: Remove this once we have non-nullable Beatmap
(Background as BackgroundModeBeatmap)?.BlurTo(BACKGROUND_BLUR, 1000);
}
refreshWedgedBeatmapInfo(beatmap);
}
private void refreshWedgedBeatmapInfo(WorkingBeatmap beatmap)
{
if (beatmap == null)
return;
if (wedgedBeatmapInfo != null)
{
Drawable oldWedgedBeatmapInfo = wedgedBeatmapInfo;
oldWedgedBeatmapInfo.Depth = 1;
oldWedgedBeatmapInfo.FadeOut(250);
oldWedgedBeatmapInfo.Expire();
}
wedgedContainer.FadeIn(250);
BeatmapSetInfo beatmapSetInfo = beatmap.BeatmapSetInfo;
BeatmapInfo beatmapInfo = beatmap.BeatmapInfo;
wedgedContainer.Add(wedgedBeatmapInfo = new BufferedContainer
{
PixelSnapping = true,
CacheDrawnFrameBuffer = true,
Shear = -wedged_container_shear,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
// We will create the white-to-black gradient by modulating transparency and having
// a black backdrop. This results in an sRGB-space gradient and not linear space,
// transitioning from white to black more perceptually uniformly.
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
},
// We use a container, such that we can set the colour gradient to go across the
// vertices of the masked container instead of the vertices of the (larger) sprite.
beatmap.Background == null ? new Container() : new Container
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientVertical(Color4.White, new Color4(1f, 1f, 1f, 0.3f)),
Children = new []
{
// Zoomed-in and cropped beatmap background
new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = beatmap.Background,
Scale = new Vector2(1366 / beatmap.Background.Width * 0.6f),
},
},
},
// Text for beatmap info
new FlowContainer
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Direction = FlowDirection.VerticalOnly,
Margin = new MarginPadding { Top = 10, Left = 25, Right = 10, Bottom = 40 },
AutoSizeAxes = Axes.Both,
Children = new[]
{
new SpriteText
{
Font = @"Exo2.0-MediumItalic",
Text = beatmapSetInfo.Metadata.Artist + " -- " + beatmapSetInfo.Metadata.Title,
TextSize = 28,
Shadow = true,
},
new SpriteText
{
Font = @"Exo2.0-MediumItalic",
Text = beatmapInfo.Version,
TextSize = 17,
Shadow = true,
},
new FlowContainer
{
Margin = new MarginPadding { Top = 10 },
Direction = FlowDirection.HorizontalOnly,
AutoSizeAxes = Axes.Both,
Children = new []
{
new SpriteText
{
Font = @"Exo2.0-Medium",
Text = "mapped by ",
TextSize = 15,
Shadow = true,
},
new SpriteText
{
Font = @"Exo2.0-Bold",
Text = beatmapSetInfo.Metadata.Author,
TextSize = 15,
Shadow = true,
},
}
}
}
}
}
});
}
/// <summary>
/// The global Beatmap was changed.
/// </summary>
protected override void OnBeatmapChanged(WorkingBeatmap beatmap)
{
base.OnBeatmapChanged(beatmap);
changeBackground(beatmap);
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selectBeatmap(beatmap.BeatmapInfo);
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}
private void selectBeatmap(BeatmapInfo beatmap)
{
carousell.SelectBeatmap(beatmap);
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}
/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>
private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap)
{
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if (!beatmap.Equals(Beatmap?.BeatmapInfo))
Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap);
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ensurePlayingSelected();
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}
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private async Task ensurePlayingSelected()
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{
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AudioTrack track = null;
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await Task.Run(() => track = Beatmap?.Track);
Schedule(delegate
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{
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if (track != null)
{
trackManager.SetExclusive(track);
track.Start();
}
});
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}
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private void addBeatmapSet(BeatmapSetInfo beatmapSet, BaseGame game)
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{
beatmapSet = database.GetWithChildren<BeatmapSetInfo>(beatmapSet.BeatmapSetID);
beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b));
beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList();
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var working = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault());
var group = new BeatmapGroup(beatmapSet, working) { SelectionChanged = selectionChanged };
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//for the time being, let's completely load the difficulty panels in the background.
//this likely won't scale so well, but allows us to completely async the loading flow.
Task.WhenAll(group.BeatmapPanels.Select(panel => panel.Preload(game))).ContinueWith(task => Schedule(delegate
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{
carousell.AddGroup(group);
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if (Beatmap == null)
carousell.SelectBeatmap(beatmapSet.Beatmaps.First());
else
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo));
if (panel != null)
carousell.SelectGroup(group, panel);
}
}));
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}
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private void addBeatmapSets(BaseGame game)
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{
foreach (var beatmapSet in database.Query<BeatmapSetInfo>())
addBeatmapSet(beatmapSet, game);
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}
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}
}