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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;
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using System.Linq;
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using System.Threading.Tasks;
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.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;
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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;
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protected VisualSettings VisualSettings;
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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;
protected bool BackgroundBrightnessReduction
{
set
{
if (value == backgroundBrightnessReduction)
return;
backgroundBrightnessReduction = value;
Background.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200);
}
}
private bool readyForPush =>
// 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;
private LogoTrackingContainer content;
private bool hideOverlays;
private bool epilepsyShown;
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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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[Resolved(CanBeNull = true)]
private NotificationOverlay notificationOverlay { get; set; }
[Resolved(CanBeNull = true)]
private VolumeOverlay volumeOverlay { get; set; }
[Resolved]
private AudioManager audioManager { 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);
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,
},
new FillFlowContainer<PlayerSettingsGroup>
{
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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}
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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);
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prepareNewPlayer();
content.ScaleTo(0.7f);
Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
contentIn();
MetadataInfo.Delay(750).FadeIn(500);
this.Delay(1800).Schedule(pushWhenLoaded);
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showMuteWarningIfNeeded();
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}
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public override void OnResuming(IScreen last)
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{
base.OnResuming(last);
contentIn();
MetadataInfo.Loading = true;
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// we will only be resumed if the player has requested a re-run (see restartRequested).
prepareNewPlayer();
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this.Delay(400).Schedule(pushWhenLoaded);
}
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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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cancelLoad();
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BackgroundBrightnessReduction = false;
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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);
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Background.EnableUserDim.Value = false;
BackgroundBrightnessReduction = false;
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.
Background.EnableUserDim.Value = true;
Background.BlurAmount.Value = 0;
BackgroundBrightnessReduction = false;
}
else
{
// Returns background dim and blur to the values specified by PlayerLoader.
Background.EnableUserDim.Value = false;
Background.BlurAmount.Value = BACKGROUND_BLUR;
BackgroundBrightnessReduction = true;
}
}
private void prepareNewPlayer()
{
var restartCount = player?.RestartCount + 1 ?? 0;
player = createPlayer();
player.RestartCount = restartCount;
player.RestartRequested = restartRequested;
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LoadTask = LoadComponentAsync(player, _ => MetadataInfo.Loading = false);
}
private void restartRequested()
{
hideOverlays = true;
ValidForResume = true;
}
private void contentIn()
{
content.ScaleTo(1, 650, Easing.OutQuint);
content.FadeInFromZero(400);
}
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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try
{
if (!readyForPush)
{
// 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 (scheduledPushPlayer != null)
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return;
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scheduledPushPlayer = Scheduler.AddDelayed(() =>
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{
contentOut();
if (true && !epilepsyShown)
{
EpilepsyWarning warning;
AddInternal(warning = new EpilepsyWarning
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
State = { Value = Visibility.Visible }
});
epilepsyShown = true;
this.Delay(2000).Schedule(() =>
{
warning.Hide();
warning.Expire();
});
}
this.Delay(epilepsyShown ? 2500 : 250).Schedule(() =>
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{
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if (!this.IsCurrentScreen()) return;
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LoadTask = null;
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// 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 (player.LoadedBeatmapSuccessfully)
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this.Push(player);
else
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this.Exit();
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});
}, 500);
}
finally
{
Schedule(pushWhenLoaded);
}
}
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.
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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 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
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}
}