// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Diagnostics; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Input.Bindings; using osu.Game.IO; using osu.Game.Online.API; using osu.Game.Overlays; using osu.Game.Overlays.Dialog; using osu.Game.Overlays.SkinEditor; using osu.Game.Rulesets; using osu.Game.Screens.Backgrounds; using osu.Game.Screens.Edit; using osu.Game.Screens.OnlinePlay.Multiplayer; using osu.Game.Screens.OnlinePlay.Playlists; using osu.Game.Screens.Select; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Menu { public partial class MainMenu : OsuScreen, IHandlePresentBeatmap, IKeyBindingHandler { public const float FADE_IN_DURATION = 300; public const float FADE_OUT_DURATION = 400; public override bool HideOverlaysOnEnter => Buttons == null || Buttons.State == ButtonSystemState.Initial; public override bool AllowBackButton => false; public override bool AllowExternalScreenChange => true; public override bool? AllowGlobalTrackControl => true; private Screen songSelect; private MenuSideFlashes sideFlashes; protected ButtonSystem Buttons; [Resolved] private GameHost host { get; set; } [Resolved] private INotificationOverlay notifications { get; set; } [Resolved] private MusicController musicController { get; set; } [Resolved] private IAPIProvider api { get; set; } [Resolved] private Storage storage { get; set; } [Resolved(canBeNull: true)] private LoginOverlay login { get; set; } [Resolved(canBeNull: true)] private IDialogOverlay dialogOverlay { get; set; } [Resolved(canBeNull: true)] private VersionManager versionManager { get; set; } protected override BackgroundScreen CreateBackground() => new BackgroundScreenDefault(); protected override bool PlayExitSound => false; private Bindable holdDelay; private Bindable loginDisplayed; private HoldToExitGameOverlay holdToExitGameOverlay; private bool exitConfirmedViaDialog; private bool exitConfirmedViaHoldOrClick; private ParallaxContainer buttonsContainer; private SongTicker songTicker; private Container logoTarget; private SystemTitle systemTitle; private MenuTip menuTip; private FillFlowContainer bottomElementsFlow; private SupporterDisplay supporterDisplay; private Sample reappearSampleSwoosh; [Resolved(canBeNull: true)] private SkinEditorOverlay skinEditor { get; set; } [BackgroundDependencyLoader(true)] private void load(BeatmapListingOverlay beatmapListing, SettingsOverlay settings, OsuConfigManager config, SessionStatics statics, AudioManager audio) { holdDelay = config.GetBindable(OsuSetting.UIHoldActivationDelay); loginDisplayed = statics.GetBindable(Static.LoginOverlayDisplayed); if (host.CanExit) { AddInternal(holdToExitGameOverlay = new HoldToExitGameOverlay { Action = () => { exitConfirmedViaHoldOrClick = holdDelay.Value > 0; this.Exit(); } }); } AddRangeInternal(new[] { buttonsContainer = new ParallaxContainer { ParallaxAmount = 0.01f, Children = new Drawable[] { Buttons = new ButtonSystem { OnEditBeatmap = () => { Beatmap.SetDefault(); this.Push(new EditorLoader()); }, OnEditSkin = () => { skinEditor?.Show(); }, OnSolo = loadSoloSongSelect, OnMultiplayer = () => this.Push(new Multiplayer()), OnPlaylists = () => this.Push(new Playlists()), OnExit = () => { exitConfirmedViaHoldOrClick = true; this.Exit(); } } } }, logoTarget = new Container { RelativeSizeAxes = Axes.Both, }, sideFlashes = new MenuSideFlashes(), songTicker = new SongTicker { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, Margin = new MarginPadding { Right = 15, Top = 5 } }, new KiaiMenuFountains(), bottomElementsFlow = new FillFlowContainer { AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Anchor = Anchor.BottomCentre, Origin = Anchor.BottomCentre, Spacing = new Vector2(5), Children = new Drawable[] { menuTip = new MenuTip { Anchor = Anchor.TopCentre, Origin = Anchor.TopCentre, }, systemTitle = new SystemTitle { Anchor = Anchor.TopCentre, Origin = Anchor.TopCentre, } } }, supporterDisplay = new SupporterDisplay { Margin = new MarginPadding(5), Anchor = Anchor.BottomLeft, Origin = Anchor.BottomLeft, }, holdToExitGameOverlay?.CreateProxy() ?? Empty() }); Buttons.StateChanged += state => { switch (state) { case ButtonSystemState.Initial: case ButtonSystemState.Exit: ApplyToBackground(b => b.FadeColour(Color4.White, 500, Easing.OutSine)); systemTitle.State.Value = Visibility.Hidden; break; default: ApplyToBackground(b => b.FadeColour(OsuColour.Gray(0.8f), 500, Easing.OutSine)); systemTitle.State.Value = Visibility.Visible; break; } }; Buttons.OnSettings = () => settings?.ToggleVisibility(); Buttons.OnBeatmapListing = () => beatmapListing?.ToggleVisibility(); reappearSampleSwoosh = audio.Samples.Get(@"Menu/reappear-swoosh"); preloadSongSelect(); } public void ReturnToOsuLogo() => Buttons.State = ButtonSystemState.Initial; private void preloadSongSelect() { if (songSelect == null) LoadComponentAsync(songSelect = new PlaySongSelect()); } private void loadSoloSongSelect() => this.Push(consumeSongSelect()); private Screen consumeSongSelect() { var s = songSelect; songSelect = null; return s; } public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); Buttons.FadeInFromZero(500); if (e.Last is IntroScreen && musicController.TrackLoaded) { var track = musicController.CurrentTrack; // presume the track is the current beatmap's track. not sure how correct this assumption is but it has worked until now. if (!track.IsRunning) { Beatmap.Value.PrepareTrackForPreview(false); track.Restart(); } } if (storage is OsuStorage osuStorage && osuStorage.Error != OsuStorageError.None) dialogOverlay?.Push(new StorageErrorDialog(osuStorage, osuStorage.Error)); } [CanBeNull] private Drawable proxiedLogo; protected override void LogoArriving(OsuLogo logo, bool resuming) { base.LogoArriving(logo, resuming); Buttons.SetOsuLogo(logo); logo.FadeColour(Color4.White, 100, Easing.OutQuint); logo.FadeIn(100, Easing.OutQuint); proxiedLogo = logo.ProxyToContainer(logoTarget); if (resuming) { Buttons.State = ButtonSystemState.TopLevel; this.FadeIn(FADE_IN_DURATION, Easing.OutQuint); buttonsContainer.MoveTo(new Vector2(0, 0), FADE_IN_DURATION, Easing.OutQuint); sideFlashes.Delay(FADE_IN_DURATION).FadeIn(64, Easing.InQuint); } else if (!api.IsLoggedIn) { // copy out old action to avoid accidentally capturing logo.Action in closure, causing a self-reference loop. var previousAction = logo.Action; // we want to hook into logo.Action to display the login overlay, but also preserve the return value of the old action. // therefore pass the old action to displayLogin, so that it can return that value. // this ensures that the OsuLogo sample does not play when it is not desired. logo.Action = () => displayLogin(previousAction); } bool displayLogin(Func originalAction) { if (!loginDisplayed.Value) { Scheduler.AddDelayed(() => login?.Show(), 500); loginDisplayed.Value = true; } return originalAction.Invoke(); } } protected override void Update() { base.Update(); bottomElementsFlow.Margin = new MarginPadding { Bottom = (versionManager?.DrawHeight + 5) ?? 0 }; } protected override void LogoSuspending(OsuLogo logo) { var seq = logo.FadeOut(300, Easing.InSine) .ScaleTo(0.2f, 300, Easing.InSine); if (proxiedLogo != null) { logo.ReturnProxy(); proxiedLogo = null; } seq.OnComplete(_ => Buttons.SetOsuLogo(null)); seq.OnAbort(_ => Buttons.SetOsuLogo(null)); } protected override void LogoExiting(OsuLogo logo) { base.LogoExiting(logo); if (proxiedLogo != null) { logo.ReturnProxy(); proxiedLogo = null; } } public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); Buttons.State = ButtonSystemState.EnteringMode; this.FadeOut(FADE_OUT_DURATION, Easing.InSine); buttonsContainer.MoveTo(new Vector2(-800, 0), FADE_OUT_DURATION, Easing.InSine); sideFlashes.FadeOut(64, Easing.OutQuint); bottomElementsFlow .ScaleTo(0.9f, 1000, Easing.OutQuint) .FadeOut(500, Easing.OutQuint); supporterDisplay .FadeOut(500, Easing.OutQuint); } public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); // Ensures any playing `ButtonSystem` samples are stopped when returning to MainMenu (as to not overlap with the 'back' sample) Buttons.StopSamplePlayback(); reappearSampleSwoosh?.Play(); ApplyToBackground(b => (b as BackgroundScreenDefault)?.Next()); // we may have consumed our preloaded instance, so let's make another. preloadSongSelect(); musicController.EnsurePlayingSomething(); // Cycle tip on resuming menuTip.ShowNextTip(); bottomElementsFlow .ScaleTo(1, 1000, Easing.OutQuint) .FadeIn(1000, Easing.OutQuint); } public override bool OnExiting(ScreenExitEvent e) { bool requiresConfirmation = // we need to have a dialog overlay to confirm in the first place. dialogOverlay != null // if the dialog has already displayed and been accepted by the user, we are good. && !exitConfirmedViaDialog // Only require confirmation if there is either an ongoing operation or the user exited via a non-hold escape press. && (notifications.HasOngoingOperations || !exitConfirmedViaHoldOrClick); if (requiresConfirmation) { if (dialogOverlay.CurrentDialog is ConfirmExitDialog exitDialog) { if (exitDialog.Buttons.OfType().FirstOrDefault() != null) exitDialog.PerformOkAction(); else exitDialog.Flash(); } else { dialogOverlay.Push(new ConfirmExitDialog(() => { exitConfirmedViaDialog = true; this.Exit(); }, () => { holdToExitGameOverlay.Abort(); })); } return true; } Buttons.State = ButtonSystemState.Exit; OverlayActivationMode.Value = OverlayActivation.Disabled; songTicker.Hide(); this.FadeOut(3000); bottomElementsFlow .FadeOut(500, Easing.OutQuint); supporterDisplay .FadeOut(500, Easing.OutQuint); return base.OnExiting(e); } public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset) { Logger.Log($"{nameof(MainMenu)} completing {nameof(PresentBeatmap)} with beatmap {beatmap} ruleset {ruleset}"); Beatmap.Value = beatmap; Ruleset.Value = ruleset; Schedule(loadSoloSongSelect); } public bool OnPressed(KeyBindingPressEvent e) { if (e.Repeat) return false; switch (e.Action) { case GlobalAction.Back: // In the case of a host being able to exit, the back action is handled by ExitConfirmOverlay. Debug.Assert(!host.CanExit); return host.SuspendToBackground(); } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } } }