// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Platform; using osu.Framework.Threading; using osu.Game.Graphics.UserInterface; using osu.Game.Tournament.Components; using osu.Game.Tournament.IPC; using osu.Game.Tournament.Models; using osu.Game.Tournament.Screens.Gameplay.Components; using osu.Game.Tournament.Screens.MapPool; using osu.Game.Tournament.Screens.TeamWin; using osuTK.Graphics; namespace osu.Game.Tournament.Screens.Gameplay { public class GameplayScreen : BeatmapInfoScreen, IProvideVideo { private readonly BindableBool warmup = new BindableBool(); private readonly Bindable currentMatch = new Bindable(); public readonly Bindable State = new Bindable(); private OsuButton warmupButton; private MatchIPCInfo ipc; [Resolved(canBeNull: true)] private TournamentSceneManager sceneManager { get; set; } [Resolved] private TournamentMatchChatDisplay chat { get; set; } [BackgroundDependencyLoader] private void load(LadderInfo ladder, MatchIPCInfo ipc, Storage storage) { this.ipc = ipc; AddRangeInternal(new Drawable[] { new TourneyVideo("gameplay") { Loop = true, RelativeSizeAxes = Axes.Both, }, header = new MatchHeader(), new Container { RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Y = 5, Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new Drawable[] { new Box { // chroma key area for stable gameplay Name = "chroma", RelativeSizeAxes = Axes.X, Anchor = Anchor.TopCentre, Origin = Anchor.TopCentre, Height = 512, Colour = new Color4(0, 255, 0, 255), }, } }, scoreDisplay = new MatchScoreDisplay { Y = -147, Anchor = Anchor.BottomCentre, Origin = Anchor.TopCentre, }, new ControlPanel { Children = new Drawable[] { warmupButton = new TourneyButton { RelativeSizeAxes = Axes.X, Text = "Toggle warmup", Action = () => warmup.Toggle() }, new TourneyButton { RelativeSizeAxes = Axes.X, Text = "Toggle chat", Action = () => { State.Value = State.Value == TourneyState.Idle ? TourneyState.Playing : TourneyState.Idle; } } } } }); State.BindTo(ipc.State); State.BindValueChanged(stateChanged, true); currentMatch.BindValueChanged(m => { warmup.Value = m.NewValue.Team1Score.Value + m.NewValue.Team2Score.Value == 0; scheduledOperation?.Cancel(); }); currentMatch.BindTo(ladder.CurrentMatch); warmup.BindValueChanged(w => { warmupButton.Alpha = !w.NewValue ? 0.5f : 1; header.ShowScores = !w.NewValue; }, true); } private ScheduledDelegate scheduledOperation; private MatchScoreDisplay scoreDisplay; private TourneyState lastState; private MatchHeader header; private void stateChanged(ValueChangedEvent state) { try { if (state.NewValue == TourneyState.Ranking) { if (warmup.Value) return; if (ipc.Score1.Value > ipc.Score2.Value) currentMatch.Value.Team1Score.Value++; else currentMatch.Value.Team2Score.Value++; } scheduledOperation?.Cancel(); void expand() { chat?.Contract(); using (BeginDelayedSequence(300, true)) { scoreDisplay.FadeIn(100); SongBar.Expanded = true; } } void contract() { SongBar.Expanded = false; scoreDisplay.FadeOut(100); using (chat?.BeginDelayedSequence(500)) chat?.Expand(); } switch (state.NewValue) { case TourneyState.Idle: contract(); const float delay_before_progression = 4000; // if we've returned to idle and the last screen was ranking // we should automatically proceed after a short delay if (lastState == TourneyState.Ranking && !warmup.Value) { if (currentMatch.Value?.Completed.Value == true) scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(TeamWinScreen)); }, delay_before_progression); else if (currentMatch.Value?.Completed.Value == false) scheduledOperation = Scheduler.AddDelayed(() => { sceneManager?.SetScreen(typeof(MapPoolScreen)); }, delay_before_progression); } break; case TourneyState.Ranking: scheduledOperation = Scheduler.AddDelayed(contract, 10000); break; default: chat.Contract(); expand(); break; } } finally { lastState = state.NewValue; } } } }