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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.Diagnostics ;
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using System.Threading.Tasks ;
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using JetBrains.Annotations ;
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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 ;
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
{
public class PlayerLoader : ScreenWithBeatmapBackground
{
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protected const float BACKGROUND_BLUR = 15 ;
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private const double content_out_duration = 300 ;
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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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private AudioFilter lowPassFilter ;
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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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& & player ? . LoadState = = LoadState . Ready
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// 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 ;
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/// <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 ; }
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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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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 ,
} ,
PlayerSettings = 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 [ ]
{
VisualSettings = new VisualSettings ( ) ,
new InputSettings ( )
}
} ,
idleTracker = new IdleTracker ( 750 ) ,
} ) ,
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lowPassFilter = new AudioFilter ( audio . TrackMixer )
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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 ( IScreen last )
{
base . OnEntering ( last ) ;
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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 + 1800 , 0 ) ) ;
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showMuteWarningIfNeeded ( ) ;
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showBatteryWarningIfNeeded ( ) ;
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}
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public override void OnResuming ( IScreen last )
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{
base . OnResuming ( last ) ;
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// prepare for a retry.
player = null ;
playerConsumed = false ;
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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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lowPassFilter . CutoffTo ( AudioFilter . MAX_LOWPASS_CUTOFF ) ;
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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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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.
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 ( 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 ) ;
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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 ) ;
playerConsumed = true ;
return player ;
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}
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private void prepareNewPlayer ( )
{
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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 ( )
{
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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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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 ( ) ;
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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 ) ;
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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().
this . TransformBindableTo ( volumeAdjustment , 0 , content_out_duration , Easing . OutCubic ) ;
}
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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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}
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 ( _ = > player ? . Dispose ( ) ) ;
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}
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}
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#endregion
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#region Mute warning
private Bindable < bool > muteWarningShownOnce ;
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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 ;
}
}
}
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private class MutedNotification : SimpleNotification
{
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public override bool IsImportant = > true ;
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public MutedNotification ( )
{
Text = "Your music volume is set to 0%! Click here to restore it." ;
}
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[BackgroundDependencyLoader]
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private void load ( OsuColour colours , AudioManager audioManager , NotificationOverlay notificationOverlay , VolumeOverlay volumeOverlay )
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{
Icon = FontAwesome . Solid . VolumeMute ;
IconBackgound . Colour = colours . RedDark ;
Activated = delegate
{
notificationOverlay . Hide ( ) ;
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volumeOverlay . IsMuted . Value = false ;
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audioManager . Volume . SetDefault ( ) ;
audioManager . VolumeTrack . SetDefault ( ) ;
return true ;
} ;
}
}
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#endregion
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#region Low battery warning
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private Bindable < bool > batteryWarningShownOnce ;
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]
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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}
}