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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 enable
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using System ;
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using System.Diagnostics ;
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using System.Threading.Tasks ;
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using ManagedBass.Fx ;
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using osu.Framework.Allocation ;
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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 ;
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using osu.Framework.Threading ;
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using osu.Game.Audio.Effects ;
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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 ;
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using osu.Game.Input ;
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using osu.Game.Overlays ;
using osu.Game.Overlays.Notifications ;
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using osu.Game.Screens.Menu ;
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using osu.Game.Screens.Play.PlayerSettings ;
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using osu.Game.Users ;
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using osu.Game.Utils ;
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using osuTK ;
using osuTK.Graphics ;
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namespace osu.Game.Screens.Play
{
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public class PlayerLoader : ScreenWithBeatmapBackground
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{
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protected const float BACKGROUND_BLUR = 15 ;
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protected const double CONTENT_OUT_DURATION = 300 ;
protected virtual double PlayerPushDelay = > 1800 ;
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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
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protected override UserActivity ? InitialActivity = > null ;
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protected override bool PlayResumeSound = > false ;
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protected BeatmapMetadataDisplay MetadataInfo { get ; private set ; } = null ! ;
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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 ; } = null ! ;
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protected VisualSettings VisualSettings { get ; private set ; } = null ! ;
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protected AudioSettings AudioSettings { get ; private set ; } = null ! ;
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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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private AudioFilter lowPassFilter = null ! ;
private AudioFilter highPassFilter = null ! ;
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protected bool BackgroundBrightnessReduction
{
set
{
if ( value = = backgroundBrightnessReduction )
return ;
backgroundBrightnessReduction = value ;
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ApplyToBackground ( b = > b . FadeColour ( OsuColour . Gray ( backgroundBrightnessReduction ? 0.8f : 1 ) , 200 ) ) ;
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}
}
private bool readyForPush = >
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! playerConsumed
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// don't push unless the player is completely loaded
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& & CurrentPlayer ? . LoadState = = LoadState . Ready
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// don't push unless the player is ready to start gameplay
& & ReadyForGameplay ;
protected virtual bool ReadyForGameplay = >
// not ready if the user is hovering one of the panes, unless they are idle.
( IsHovered | | idleTracker . IsIdle . Value )
// not ready if the user is dragging a slider or otherwise.
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& & inputManager . DraggedDrawable = = null
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// not ready if a focused overlay is visible, like settings.
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& & inputManager . FocusedDrawable = = null ;
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private readonly Func < Player > createPlayer ;
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/// <summary>
/// The <see cref="Player"/> instance being loaded by this screen.
/// </summary>
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public Player ? CurrentPlayer { get ; private set ; }
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/// <summary>
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/// Whether the current player instance has been consumed via <see cref="consumePlayer"/>.
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/// </summary>
private bool playerConsumed ;
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private LogoTrackingContainer content = null ! ;
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private bool hideOverlays ;
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private InputManager inputManager = null ! ;
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private IdleTracker idleTracker = null ! ;
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private ScheduledDelegate ? scheduledPushPlayer ;
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private EpilepsyWarning ? epilepsyWarning ;
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[Resolved(CanBeNull = true)]
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private INotificationOverlay ? notificationOverlay { get ; set ; }
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[Resolved(CanBeNull = true)]
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private VolumeOverlay ? volumeOverlay { get ; set ; }
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[Resolved]
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private AudioManager audioManager { get ; set ; } = null ! ;
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[Resolved(CanBeNull = true)]
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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 , AudioManager audio )
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{
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muteWarningShownOnce = sessionStatics . GetBindable < bool > ( Static . MutedAudioNotificationShownOnce ) ;
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batteryWarningShownOnce = sessionStatics . GetBindable < bool > ( Static . LowBatteryNotificationShownOnce ) ;
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const float padding = 25 ;
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InternalChildren = new Drawable [ ]
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{
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( content = new LogoTrackingContainer
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{
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Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
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RelativeSizeAxes = Axes . Both ,
} ) . WithChildren ( new Drawable [ ]
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{
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MetadataInfo = new BeatmapMetadataDisplay ( Beatmap . Value , Mods , content . LogoFacade )
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{
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Alpha = 0 ,
Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
} ,
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new OsuScrollContainer
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{
Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
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RelativeSizeAxes = Axes . Y ,
Width = SettingsToolboxGroup . CONTAINER_WIDTH + padding * 2 ,
Padding = new MarginPadding { Vertical = padding } ,
Masking = false ,
Child = PlayerSettings = new FillFlowContainer < PlayerSettingsGroup >
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{
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AutoSizeAxes = Axes . Both ,
Direction = FillDirection . Vertical ,
Spacing = new Vector2 ( 0 , 20 ) ,
Padding = new MarginPadding { Horizontal = padding } ,
Children = new PlayerSettingsGroup [ ]
{
VisualSettings = new VisualSettings ( ) ,
AudioSettings = new AudioSettings ( ) ,
new InputSettings ( )
}
} ,
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} ,
idleTracker = new IdleTracker ( 750 ) ,
} ) ,
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lowPassFilter = new AudioFilter ( audio . TrackMixer ) ,
highPassFilter = new AudioFilter ( audio . TrackMixer , BQFType . HighPass )
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} ;
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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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}
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#region Screen handling
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public override void OnEntering ( ScreenTransitionEvent e )
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{
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base . OnEntering ( e ) ;
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ApplyToBackground ( b = >
{
if ( epilepsyWarning ! = null )
epilepsyWarning . DimmableBackground = b ;
} ) ;
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Beatmap . Value . Track . AddAdjustment ( AdjustableProperty . Volume , volumeAdjustment ) ;
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content . ScaleTo ( 0.7f ) ;
contentIn ( ) ;
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MetadataInfo . Delay ( 750 ) . FadeIn ( 500 ) ;
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// after an initial delay, start the debounced load check.
// this will continue to execute even after resuming back on restart.
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Scheduler . Add ( new ScheduledDelegate ( pushWhenLoaded , Clock . CurrentTime + PlayerPushDelay , 0 ) ) ;
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showMuteWarningIfNeeded ( ) ;
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showBatteryWarningIfNeeded ( ) ;
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}
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public override void OnResuming ( ScreenTransitionEvent e )
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{
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base . OnResuming ( e ) ;
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Debug . Assert ( CurrentPlayer ! = null ) ;
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var lastScore = CurrentPlayer . Score ;
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AudioSettings . ReferenceScore . Value = lastScore ? . ScoreInfo ;
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// prepare for a retry.
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CurrentPlayer = null ;
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playerConsumed = false ;
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cancelLoad ( ) ;
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contentIn ( ) ;
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}
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public override void OnSuspending ( ScreenTransitionEvent e )
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{
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base . OnSuspending ( e ) ;
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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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lowPassFilter . CutoffTo ( AudioFilter . MAX_LOWPASS_CUTOFF ) ;
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highPassFilter . CutoffTo ( 0 ) ;
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}
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public override bool OnExiting ( ScreenExitEvent e )
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{
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cancelLoad ( ) ;
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ContentOut ( ) ;
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// If the load sequence was interrupted, the epilepsy warning may already be displayed (or in the process of being displayed).
epilepsyWarning ? . Hide ( ) ;
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// Ensure the screen doesn't expire until all the outwards fade operations have completed.
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this . Delay ( CONTENT_OUT_DURATION ) . FadeOut ( ) ;
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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 ( e ) ;
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}
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protected override void LogoArriving ( OsuLogo logo , bool resuming )
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{
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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 . OutQuint ) ;
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logo . ScaleTo ( new Vector2 ( 0.15f ) , duration , Easing . OutQuint ) ;
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logo . FadeIn ( 350 ) ;
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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.
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ApplyToBackground ( b = >
{
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b . IgnoreUserSettings . Value = false ;
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b . BlurAmount . Value = 0 ;
} ) ;
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BackgroundBrightnessReduction = false ;
}
else
{
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ApplyToBackground ( b = >
{
// Returns background dim and blur to the values specified by PlayerLoader.
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b . IgnoreUserSettings . Value = true ;
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b . BlurAmount . Value = BACKGROUND_BLUR ;
} ) ;
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BackgroundBrightnessReduction = true ;
}
}
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private Player consumePlayer ( )
{
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Debug . Assert ( ! playerConsumed ) ;
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Debug . Assert ( CurrentPlayer ! = null ) ;
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playerConsumed = true ;
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return CurrentPlayer ;
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}
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private void prepareNewPlayer ( )
{
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if ( ! this . IsCurrentScreen ( ) )
return ;
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CurrentPlayer = createPlayer ( ) ;
CurrentPlayer . RestartCount = restartCount + + ;
CurrentPlayer . RestartRequested = restartRequested ;
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LoadTask = LoadComponentAsync ( CurrentPlayer , _ = >
{
MetadataInfo . Loading = false ;
OnPlayerLoaded ( ) ;
} ) ;
}
protected virtual void OnPlayerLoaded ( )
{
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}
private void restartRequested ( )
{
hideOverlays = true ;
ValidForResume = true ;
}
private void contentIn ( )
{
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MetadataInfo . Loading = true ;
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content . FadeInFromZero ( 400 ) ;
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content . ScaleTo ( 1 , 650 , Easing . OutQuint ) . Then ( ) . Schedule ( prepareNewPlayer ) ;
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lowPassFilter . CutoffTo ( 1000 , 650 , Easing . OutQuint ) ;
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highPassFilter . CutoffTo ( 300 ) . Then ( ) . CutoffTo ( 0 , 1250 ) ; // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
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ApplyToBackground ( b = > b ? . FadeColour ( Color4 . White , 800 , Easing . OutQuint ) ) ;
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}
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protected virtual void ContentOut ( )
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{
// Ensure the logo is no longer tracking before we scale the content
content . StopTracking ( ) ;
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content . ScaleTo ( 0.7f , CONTENT_OUT_DURATION * 2 , Easing . OutQuint ) ;
content . FadeOut ( CONTENT_OUT_DURATION , Easing . OutQuint ) ;
lowPassFilter . CutoffTo ( AudioFilter . MAX_LOWPASS_CUTOFF , CONTENT_OUT_DURATION ) ;
highPassFilter . CutoffTo ( 0 , CONTENT_OUT_DURATION ) ;
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}
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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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{
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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 ( ( ) = >
{
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// 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 ( CONTENT_OUT_DURATION ) ;
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// 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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else
{
// This goes hand-in-hand with the restoration of low pass filter in contentOut().
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this . TransformBindableTo ( volumeAdjustment , 0 , CONTENT_OUT_DURATION , Easing . OutCubic ) ;
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}
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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 ;
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if ( consumedPlayer . LoadedBeatmapSuccessfully )
this . Push ( consumedPlayer ) ;
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else
this . Exit ( ) ;
} ) ;
} , 500 ) ;
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}
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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 ) ;
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if ( isDisposing )
{
// if the player never got pushed, we should explicitly dispose it.
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DisposalTask = LoadTask ? . ContinueWith ( _ = > CurrentPlayer ? . Dispose ( ) ) ;
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}
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}
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#endregion
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#region Mute warning
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private Bindable < bool > muteWarningShownOnce = null ! ;
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private int restartCount ;
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private const double volume_requirement = 0.05 ;
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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 < = volume_requirement | | audioManager . VolumeTrack . Value < = volume_requirement )
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{
notificationOverlay ? . Post ( new MutedNotification ( ) ) ;
muteWarningShownOnce . Value = true ;
}
}
}
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private class MutedNotification : SimpleNotification
{
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public override bool IsImportant = > true ;
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public MutedNotification ( )
{
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Text = "Your game volume is too low to hear anything! Click here to restore it." ;
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}
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[BackgroundDependencyLoader]
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private void load ( OsuColour colours , AudioManager audioManager , INotificationOverlay notificationOverlay , VolumeOverlay volumeOverlay )
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{
Icon = FontAwesome . Solid . VolumeMute ;
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IconBackground . Colour = colours . RedDark ;
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Activated = delegate
{
notificationOverlay . Hide ( ) ;
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volumeOverlay . IsMuted . Value = false ;
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// Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes.
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if ( audioManager . Volume . Value < = volume_requirement )
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audioManager . Volume . SetDefault ( ) ;
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if ( audioManager . VolumeTrack . Value < = volume_requirement )
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audioManager . VolumeTrack . SetDefault ( ) ;
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return true ;
} ;
}
}
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#endregion
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#region Low battery warning
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private Bindable < bool > batteryWarningShownOnce = null ! ;
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private void showBatteryWarningIfNeeded ( )
{
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if ( batteryInfo = = null ) return ;
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if ( ! batteryWarningShownOnce . Value )
{
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if ( ! batteryInfo . IsCharging & & batteryInfo . ChargeLevel < = 0.25 )
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{
notificationOverlay ? . Post ( new BatteryWarningNotification ( ) ) ;
batteryWarningShownOnce . Value = true ;
}
}
}
private class BatteryWarningNotification : SimpleNotification
{
public override bool IsImportant = > true ;
public BatteryWarningNotification ( )
{
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Text = "Your battery level is low! Charge your device to prevent interruptions during gameplay." ;
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}
[BackgroundDependencyLoader]
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private void load ( OsuColour colours , INotificationOverlay notificationOverlay )
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{
Icon = FontAwesome . Solid . BatteryQuarter ;
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IconBackground . Colour = colours . RedDark ;
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Activated = delegate
{
notificationOverlay . Hide ( ) ;
return true ;
} ;
}
}
#endregion
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}
}