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osu-lazer/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.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.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
using osu.Framework.Screens;
using osu.Game.Audio;
using osu.Game.Beatmaps;
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using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.OnlinePlay.Multiplayer;
namespace osu.Game.Screens.OnlinePlay.Match
{
[Cached(typeof(IPreviewTrackOwner))]
public abstract class RoomSubScreen : OnlinePlaySubScreen, IPreviewTrackOwner
{
[Cached(typeof(IBindable<PlaylistItem>))]
public readonly Bindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
public override bool? AllowTrackAdjustments => true;
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protected override BackgroundScreen CreateBackground() => new RoomBackgroundScreen(Room.Playlist.FirstOrDefault())
{
SelectedItem = { BindTarget = SelectedItem }
};
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public override bool DisallowExternalBeatmapRulesetChanges => true;
/// <summary>
/// A container that provides controls for selection of user mods.
/// This will be shown/hidden automatically when applicable.
/// </summary>
protected Drawable UserModsSection;
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private Sample sampleStart;
/// <summary>
/// Any mods applied by/to the local user.
/// </summary>
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protected readonly Bindable<IReadOnlyList<Mod>> UserMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
protected readonly IBindable<long?> RoomId = new Bindable<long?>();
[Resolved]
private MusicController music { get; set; }
[Resolved]
private BeatmapManager beatmapManager { get; set; }
[Resolved]
private RulesetStore rulesets { get; set; }
[Resolved(canBeNull: true)]
protected OnlinePlayScreen ParentScreen { get; private set; }
[Cached]
private readonly OnlinePlayBeatmapAvailabilityTracker beatmapAvailabilityTracker = new OnlinePlayBeatmapAvailabilityTracker();
protected IBindable<BeatmapAvailability> BeatmapAvailability => beatmapAvailabilityTracker.Availability;
public readonly Room Room;
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private readonly bool allowEdit;
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private ModSelectOverlay userModsSelectOverlay;
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private RoomSettingsOverlay settingsOverlay;
private Drawable mainContent;
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/// <summary>
/// Creates a new <see cref="RoomSubScreen"/>.
/// </summary>
/// <param name="room">The <see cref="Room"/>.</param>
/// <param name="allowEdit">Whether to allow editing room settings post-creation.</param>
protected RoomSubScreen(Room room, bool allowEdit = true)
{
Room = room;
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this.allowEdit = allowEdit;
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Padding = new MarginPadding { Top = Header.HEIGHT };
RoomId.BindTo(room.RoomID);
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
sampleStart = audio.Samples.Get(@"SongSelect/confirm-selection");
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InternalChildren = new Drawable[]
{
beatmapAvailabilityTracker,
new MultiplayerRoomSounds(),
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new GridContainer
{
RelativeSizeAxes = Axes.Both,
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RowDimensions = new[]
{
new Dimension(),
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new Dimension(GridSizeMode.Absolute, 50)
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},
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Content = new[]
{
// Padded main content (drawable room + main content)
new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
{
Horizontal = WaveOverlayContainer.WIDTH_PADDING,
Bottom = 30
},
Children = new[]
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{
mainContent = new GridContainer
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{
RelativeSizeAxes = Axes.Both,
RowDimensions = new[]
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{
new Dimension(GridSizeMode.AutoSize),
new Dimension(GridSizeMode.Absolute, 10)
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},
Content = new[]
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{
new Drawable[]
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{
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new DrawableMatchRoom(Room, allowEdit)
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{
OnEdit = () => settingsOverlay.Show(),
SelectedItem = { BindTarget = SelectedItem }
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}
},
null,
new Drawable[]
{
new Container
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{
RelativeSizeAxes = Axes.Both,
Children = new[]
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{
new Container
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{
RelativeSizeAxes = Axes.Both,
Masking = true,
CornerRadius = 10,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex(@"3e3a44") // Temporary.
},
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},
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new Container
{
RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(20),
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Child = CreateMainContent(),
},
new Container
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{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Child = userModsSelectOverlay = new UserModSelectOverlay
{
SelectedMods = { BindTarget = UserMods },
IsValidMod = _ => false
}
},
}
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}
}
}
},
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new Container
{
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RelativeSizeAxes = Axes.Both,
// Resolves 1px masking errors between the settings overlay and the room panel.
Padding = new MarginPadding(-1),
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Child = settingsOverlay = CreateRoomSettingsOverlay(Room)
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}
},
},
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},
// Footer
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new Drawable[]
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{
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new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
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{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4Extensions.FromHex(@"28242d") // Temporary.
},
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(5),
Child = CreateFooter()
},
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}
}
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}
}
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
RoomId.BindValueChanged(id =>
{
if (id.NewValue == null)
{
// A new room is being created.
// The main content should be hidden until the settings overlay is hidden, signaling the room is ready to be displayed.
mainContent.Hide();
settingsOverlay.Show();
}
else
{
mainContent.Show();
settingsOverlay.Hide();
}
}, true);
SelectedItem.BindValueChanged(_ => Scheduler.AddOnce(selectedItemChanged));
UserMods.BindValueChanged(_ => Scheduler.AddOnce(UpdateMods));
beatmapAvailabilityTracker.SelectedItem.BindTo(SelectedItem);
beatmapAvailabilityTracker.Availability.BindValueChanged(_ => updateWorkingBeatmap());
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
return new CachedModelDependencyContainer<Room>(base.CreateChildDependencies(parent))
{
Model = { Value = Room }
};
}
public override bool OnBackButton()
{
if (Room.RoomID.Value == null)
{
// room has not been created yet; exit immediately.
settingsOverlay.Hide();
return base.OnBackButton();
}
if (userModsSelectOverlay.State.Value == Visibility.Visible)
{
userModsSelectOverlay.Hide();
return true;
}
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if (settingsOverlay.State.Value == Visibility.Visible)
{
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settingsOverlay.Hide();
return true;
}
return base.OnBackButton();
}
protected void ShowUserModSelect() => userModsSelectOverlay.Show();
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
beginHandlingTrack();
}
public override void OnSuspending(IScreen next)
{
endHandlingTrack();
base.OnSuspending(next);
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
updateWorkingBeatmap();
beginHandlingTrack();
Scheduler.AddOnce(UpdateMods);
Scheduler.AddOnce(updateRuleset);
}
public override bool OnExiting(IScreen next)
{
RoomManager?.PartRoom();
Mods.Value = Array.Empty<Mod>();
endHandlingTrack();
return base.OnExiting(next);
}
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protected void StartPlay()
{
// User may be at song select or otherwise when the host starts gameplay.
// Ensure that they first return to this screen, else global bindables (beatmap etc.) may be in a bad state.
if (!this.IsCurrentScreen())
{
this.MakeCurrent();
Schedule(StartPlay);
return;
}
sampleStart?.Play();
// fallback is to allow this class to operate when there is no parent OnlineScreen (testing purposes).
var targetScreen = (Screen)ParentScreen ?? this;
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targetScreen.Push(CreateGameplayScreen());
}
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/// <summary>
/// Creates the gameplay screen to be entered.
/// </summary>
/// <returns>The screen to enter.</returns>
protected abstract Screen CreateGameplayScreen();
private void selectedItemChanged()
{
updateWorkingBeatmap();
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var selected = SelectedItem.Value;
if (selected == null)
return;
var rulesetInstance = rulesets.GetRuleset(SelectedItem.Value.RulesetID)?.CreateInstance();
Debug.Assert(rulesetInstance != null);
var allowedMods = SelectedItem.Value.AllowedMods.Select(m => m.ToMod(rulesetInstance));
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// Remove any user mods that are no longer allowed.
UserMods.Value = UserMods.Value.Where(m => allowedMods.Any(a => m.GetType() == a.GetType())).ToList();
UpdateMods();
updateRuleset();
if (!selected.AllowedMods.Any())
{
UserModsSection?.Hide();
userModsSelectOverlay.Hide();
userModsSelectOverlay.IsValidMod = _ => false;
}
else
{
UserModsSection?.Show();
userModsSelectOverlay.IsValidMod = m => allowedMods.Any(a => a.GetType() == m.GetType());
}
}
private void updateWorkingBeatmap()
{
var beatmap = SelectedItem.Value?.Beatmap;
// Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info
var localBeatmap = beatmap == null ? null : beatmapManager.QueryBeatmap(b => b.OnlineID == beatmap.OnlineID);
Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
}
protected virtual void UpdateMods()
{
if (SelectedItem.Value == null || !this.IsCurrentScreen())
return;
var rulesetInstance = rulesets.GetRuleset(SelectedItem.Value.RulesetID)?.CreateInstance();
Debug.Assert(rulesetInstance != null);
Mods.Value = UserMods.Value.Concat(SelectedItem.Value.RequiredMods.Select(m => m.ToMod(rulesetInstance))).ToList();
}
private void updateRuleset()
{
if (SelectedItem.Value == null || !this.IsCurrentScreen())
return;
Ruleset.Value = rulesets.GetRuleset(SelectedItem.Value.RulesetID);
}
private void beginHandlingTrack()
{
Beatmap.BindValueChanged(applyLoopingToTrack, true);
}
private void endHandlingTrack()
{
Beatmap.ValueChanged -= applyLoopingToTrack;
cancelTrackLooping();
}
private void applyLoopingToTrack(ValueChangedEvent<WorkingBeatmap> _ = null)
{
if (!this.IsCurrentScreen())
return;
var track = Beatmap.Value?.Track;
if (track != null)
{
Beatmap.Value.PrepareTrackForPreviewLooping();
music?.EnsurePlayingSomething();
}
}
private void cancelTrackLooping()
{
var track = Beatmap?.Value?.Track;
if (track != null)
track.Looping = false;
}
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/// <summary>
/// Creates the main centred content.
/// </summary>
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protected abstract Drawable CreateMainContent();
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/// <summary>
/// Creates the footer content.
/// </summary>
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protected abstract Drawable CreateFooter();
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/// <summary>
/// Creates the room settings overlay.
/// </summary>
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/// <param name="room">The room to change the settings of.</param>
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protected abstract RoomSettingsOverlay CreateRoomSettingsOverlay(Room room);
public class UserModSelectButton : PurpleTriangleButton
{
}
}
}