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osu-lazer/osu.Game/Screens/Play/PlayerLoader.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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using System;
using System.Diagnostics;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Input;
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using osu.Framework.Screens;
using osu.Framework.Threading;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
using osu.Game.Input;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.Menu;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Users;
using osu.Game.Utils;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Play
{
public class PlayerLoader : ScreenWithBeatmapBackground
{
protected const float BACKGROUND_BLUR = 15;
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public override bool HideOverlaysOnEnter => hideOverlays;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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// Here because IsHovered will not update unless we do so.
public override bool HandlePositionalInput => true;
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// We show the previous screen status
protected override UserActivity InitialActivity => null;
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protected override bool PlayResumeSound => false;
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protected BeatmapMetadataDisplay MetadataInfo { get; private set; }
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/// <summary>
/// A fill flow containing the player settings groups, exposed for the ability to hide it from inheritors of the player loader.
/// </summary>
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protected FillFlowContainer<PlayerSettingsGroup> PlayerSettings { get; private set; }
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protected VisualSettings VisualSettings { get; private set; }
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protected Task LoadTask { get; private set; }
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protected Task DisposalTask { get; private set; }
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private bool backgroundBrightnessReduction;
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private readonly BindableDouble volumeAdjustment = new BindableDouble(1);
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protected bool BackgroundBrightnessReduction
{
set
{
if (value == backgroundBrightnessReduction)
return;
backgroundBrightnessReduction = value;
ApplyToBackground(b => b.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200));
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}
}
private bool readyForPush =>
!playerConsumed
// don't push unless the player is completely loaded
&& player?.LoadState == LoadState.Ready
// don't push if the user is hovering one of the panes, unless they are idle.
&& (IsHovered || idleTracker.IsIdle.Value)
// don't push if the user is dragging a slider or otherwise.
&& inputManager?.DraggedDrawable == null
// don't push if a focused overlay is visible, like settings.
&& inputManager?.FocusedDrawable == null;
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private readonly Func<Player> createPlayer;
private Player player;
/// <summary>
/// Whether the curent player instance has been consumed via <see cref="consumePlayer"/>.
/// </summary>
private bool playerConsumed;
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private LogoTrackingContainer content;
private bool hideOverlays;
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private InputManager inputManager;
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private IdleTracker idleTracker;
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private ScheduledDelegate scheduledPushPlayer;
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[CanBeNull]
private EpilepsyWarning epilepsyWarning;
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[Resolved(CanBeNull = true)]
private NotificationOverlay notificationOverlay { get; set; }
[Resolved(CanBeNull = true)]
private VolumeOverlay volumeOverlay { get; set; }
[Resolved]
private AudioManager audioManager { get; set; }
[Resolved(CanBeNull = true)]
private BatteryInfo batteryInfo { get; set; }
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public PlayerLoader(Func<Player> createPlayer)
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{
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this.createPlayer = createPlayer;
}
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[BackgroundDependencyLoader]
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private void load(SessionStatics sessionStatics)
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{
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muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
batteryWarningShownOnce = sessionStatics.GetBindable<bool>(Static.LowBatteryNotificationShownOnce);
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InternalChild = (content = new LogoTrackingContainer
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
}).WithChildren(new Drawable[]
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{
MetadataInfo = new BeatmapMetadataDisplay(Beatmap.Value, Mods, content.LogoFacade)
{
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Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
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PlayerSettings = new FillFlowContainer<PlayerSettingsGroup>
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{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Margin = new MarginPadding(25),
Children = new PlayerSettingsGroup[]
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{
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VisualSettings = new VisualSettings(),
new InputSettings()
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}
},
idleTracker = new IdleTracker(750)
});
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if (Beatmap.Value.BeatmapInfo.EpilepsyWarning)
{
AddInternal(epilepsyWarning = new EpilepsyWarning
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
});
}
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}
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protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
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#region Screen handling
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
ApplyToBackground(b =>
{
if (epilepsyWarning != null)
epilepsyWarning.DimmableBackground = b;
});
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Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
content.ScaleTo(0.7f);
contentIn();
MetadataInfo.Delay(750).FadeIn(500);
// after an initial delay, start the debounced load check.
// this will continue to execute even after resuming back on restart.
Scheduler.Add(new ScheduledDelegate(pushWhenLoaded, Clock.CurrentTime + 1800, 0));
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showMuteWarningIfNeeded();
showBatteryWarningIfNeeded();
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}
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public override void OnResuming(IScreen last)
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{
base.OnResuming(last);
// prepare for a retry.
player = null;
playerConsumed = false;
cancelLoad();
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contentIn();
}
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public override void OnSuspending(IScreen next)
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{
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base.OnSuspending(next);
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BackgroundBrightnessReduction = false;
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// we're moving to player, so a period of silence is upcoming.
// stop the track before removing adjustment to avoid a volume spike.
Beatmap.Value.Track.Stop();
Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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}
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public override bool OnExiting(IScreen next)
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{
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cancelLoad();
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content.ScaleTo(0.7f, 150, Easing.InQuint);
this.FadeOut(150);
ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
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BackgroundBrightnessReduction = false;
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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return base.OnExiting(next);
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}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
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const double duration = 300;
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if (!resuming) logo.MoveTo(new Vector2(0.5f), duration, Easing.In);
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logo.ScaleTo(new Vector2(0.15f), duration, Easing.In);
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logo.FadeIn(350);
Scheduler.AddDelayed(() =>
{
if (this.IsCurrentScreen())
content.StartTracking(logo, resuming ? 0 : 500, Easing.InOutExpo);
}, resuming ? 0 : 500);
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}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
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content.StopTracking();
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}
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#endregion
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protected override void Update()
{
base.Update();
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if (!this.IsCurrentScreen())
return;
// We need to perform this check here rather than in OnHover as any number of children of VisualSettings
// may also be handling the hover events.
if (inputManager.HoveredDrawables.Contains(VisualSettings))
{
// Preview user-defined background dim and blur when hovered on the visual settings panel.
ApplyToBackground(b =>
{
b.IgnoreUserSettings.Value = false;
b.BlurAmount.Value = 0;
});
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BackgroundBrightnessReduction = false;
}
else
{
ApplyToBackground(b =>
{
// Returns background dim and blur to the values specified by PlayerLoader.
b.IgnoreUserSettings.Value = true;
b.BlurAmount.Value = BACKGROUND_BLUR;
});
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BackgroundBrightnessReduction = true;
}
}
private Player consumePlayer()
{
Debug.Assert(!playerConsumed);
playerConsumed = true;
return player;
}
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private void prepareNewPlayer()
{
if (!this.IsCurrentScreen())
return;
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player = createPlayer();
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player.RestartCount = restartCount++;
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player.RestartRequested = restartRequested;
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LoadTask = LoadComponentAsync(player, _ => MetadataInfo.Loading = false);
}
private void restartRequested()
{
hideOverlays = true;
ValidForResume = true;
}
private void contentIn()
{
MetadataInfo.Loading = true;
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content.FadeInFromZero(400);
content.ScaleTo(1, 650, Easing.OutQuint).Then().Schedule(prepareNewPlayer);
ApplyToBackground(b => b?.FadeColour(Color4.White, 800, Easing.OutQuint));
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}
private void contentOut()
{
// Ensure the logo is no longer tracking before we scale the content
content.StopTracking();
content.ScaleTo(0.7f, 300, Easing.InQuint);
content.FadeOut(250);
}
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private void pushWhenLoaded()
{
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if (!this.IsCurrentScreen()) return;
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if (!readyForPush)
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{
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
// if we become unready for push during the delay.
cancelLoad();
return;
}
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// if a push has already been scheduled, no further action is required.
// this value is reset via cancelLoad() to allow a second usage of the same PlayerLoader screen.
if (scheduledPushPlayer != null)
return;
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scheduledPushPlayer = Scheduler.AddDelayed(() =>
{
// ensure that once we have reached this "point of no return", readyForPush will be false for all future checks (until a new player instance is prepared).
var consumedPlayer = consumePlayer();
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contentOut();
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TransformSequence<PlayerLoader> pushSequence = this.Delay(250);
// only show if the warning was created (i.e. the beatmap needs it)
// and this is not a restart of the map (the warning expires after first load).
if (epilepsyWarning?.IsAlive == true)
{
const double epilepsy_display_length = 3000;
pushSequence
.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
.Delay(epilepsy_display_length)
.Schedule(() =>
{
epilepsyWarning.Hide();
epilepsyWarning.Expire();
})
.Delay(EpilepsyWarning.FADE_DURATION);
}
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pushSequence.Schedule(() =>
{
if (!this.IsCurrentScreen()) return;
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LoadTask = null;
// By default, we want to load the player and never be returned to.
// Note that this may change if the player we load requested a re-run.
ValidForResume = false;
if (consumedPlayer.LoadedBeatmapSuccessfully)
this.Push(consumedPlayer);
else
this.Exit();
});
}, 500);
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}
private void cancelLoad()
{
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scheduledPushPlayer?.Cancel();
scheduledPushPlayer = null;
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}
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#region Disposal
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (isDisposing)
{
// if the player never got pushed, we should explicitly dispose it.
DisposalTask = LoadTask?.ContinueWith(_ => player?.Dispose());
}
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}
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#endregion
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#region Mute warning
private Bindable<bool> muteWarningShownOnce;
private int restartCount;
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private void showMuteWarningIfNeeded()
{
if (!muteWarningShownOnce.Value)
{
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// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
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if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= audioManager.Volume.MinValue || audioManager.VolumeTrack.Value <= audioManager.VolumeTrack.MinValue)
{
notificationOverlay?.Post(new MutedNotification());
muteWarningShownOnce.Value = true;
}
}
}
private class MutedNotification : SimpleNotification
{
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public override bool IsImportant => true;
public MutedNotification()
{
Text = "Your music volume is set to 0%! Click here to restore it.";
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, AudioManager audioManager, NotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay)
{
Icon = FontAwesome.Solid.VolumeMute;
IconBackgound.Colour = colours.RedDark;
Activated = delegate
{
notificationOverlay.Hide();
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volumeOverlay.IsMuted.Value = false;
audioManager.Volume.SetDefault();
audioManager.VolumeTrack.SetDefault();
return true;
};
}
}
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#endregion
#region Low battery warning
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private Bindable<bool> batteryWarningShownOnce;
private void showBatteryWarningIfNeeded()
{
if (batteryInfo == null) return;
if (!batteryWarningShownOnce.Value)
{
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if (!batteryInfo.IsCharging && batteryInfo.ChargeLevel <= 0.25)
{
notificationOverlay?.Post(new BatteryWarningNotification());
batteryWarningShownOnce.Value = true;
}
}
}
private class BatteryWarningNotification : SimpleNotification
{
public override bool IsImportant => true;
public BatteryWarningNotification()
{
Text = "Your battery level is low! Charge your device to prevent interruptions during gameplay.";
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, NotificationOverlay notificationOverlay)
{
Icon = FontAwesome.Solid.BatteryQuarter;
IconBackgound.Colour = colours.RedDark;
Activated = delegate
{
notificationOverlay.Hide();
return true;
};
}
}
#endregion
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}
}