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

319 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;
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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.Database;
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using osu.Game.Modes;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Graphics.UserInterface;
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using OpenTK;
using OpenTK.Graphics;
using osu.Game.Screens.Play;
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using osu.Framework;
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using osu.Game.Beatmaps.Drawables;
using osu.Game.Graphics.Containers;
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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);
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private CarouselContainer carousel;
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private TrackManager trackManager;
private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225);
private static readonly Vector2 wedged_container_start_position = new Vector2(0, 50);
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private BeatmapInfoWedge beatmapInfoWedge;
private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
private CancellationTokenSource initialAddSetsTask;
class WedgeBackground : Container
{
public WedgeBackground()
{
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),
},
new Box
{
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Y,
Size = new Vector2(1, -0.5f),
Position = new Vector2(0, 1),
Colour = new Color4(0, 0, 0, 0.5f),
Shear = new Vector2(-0.15f, 0),
EdgeSmoothness = new Vector2(2, 0),
},
};
}
}
public PlaySongSelect()
{
const float carouselWidth = 640;
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const float bottomToolHeight = 50;
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Children = new Drawable[]
{
new ParallaxContainer
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{
ParallaxAmount = 0.005f,
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RelativeSizeAxes = Axes.Both,
Children = new []
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{
new WedgeBackground
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{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = carouselWidth * 0.76f },
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},
}
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},
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carousel = new CarouselContainer
{
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RelativeSizeAxes = Axes.Y,
Size = new Vector2(carouselWidth, 1),
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Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
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},
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beatmapInfoWedge = new BeatmapInfoWedge
{
Alpha = 0,
Position = wedged_container_start_position,
Size = wedged_container_size,
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding { Top = 20, Right = 20, },
},
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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),
},
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new BackButton
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Action = () => Exit()
},
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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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{
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BeatmapInfo = carousel.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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}
if (database == null)
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database = beatmaps;
database.BeatmapSetAdded += onDatabaseOnBeatmapSetAdded;
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trackManager = audio.Track;
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initialAddSetsTask = new CancellationTokenSource();
Task.Factory.StartNew(() => addBeatmapSets(game, initialAddSetsTask.Token), initialAddSetsTask.Token);
}
private void onDatabaseOnBeatmapSetAdded(BeatmapSetInfo s)
{
Schedule(() => addBeatmapSet(s, 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;
database.BeatmapSetAdded -= onDatabaseOnBeatmapSetAdded;
initialAddSetsTask.Cancel();
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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);
}
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beatmapInfoWedge.UpdateBeatmap(beatmap);
}
/// <summary>
/// The global Beatmap was changed.
/// </summary>
protected override void OnBeatmapChanged(WorkingBeatmap beatmap)
{
base.OnBeatmapChanged(beatmap);
//todo: change background in selectionChanged instead; support per-difficulty backgrounds.
changeBackground(beatmap);
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selectBeatmap(beatmap.BeatmapInfo);
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}
private void selectBeatmap(BeatmapInfo beatmap)
{
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carousel.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 beatmap = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault());
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var group = new BeatmapGroup(beatmap) { 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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{
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carousel.AddGroup(group);
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if (Beatmap == null)
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carousel.SelectBeatmap(beatmapSet.Beatmaps.First());
else
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo));
if (panel != null)
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carousel.SelectGroup(group, panel);
}
}));
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}
private void addBeatmapSets(BaseGame game, CancellationToken token)
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{
foreach (var beatmapSet in database.Query<BeatmapSetInfo>())
{
if (token.IsCancellationRequested) return;
addBeatmapSet(beatmapSet, game);
}
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}
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}
}