// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Linq; using System.Threading; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Track; using osu.Framework.Configuration; using osu.Framework.Screens; using osu.Framework.Graphics; using osu.Framework.Graphics.Primitives; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Modes; using osu.Game.Screens.Backgrounds; using OpenTK; using osu.Game.Screens.Play; using osu.Framework.Audio.Sample; using osu.Framework.Graphics.Transforms; using osu.Game.Beatmaps.Drawables; using osu.Game.Graphics.Containers; using osu.Game.Graphics; using osu.Framework.Input; using OpenTK.Input; using System.Collections.Generic; using osu.Framework.Threading; using osu.Game.Overlays.Mods; using osu.Game.Overlays; using osu.Game.Screens.Select.Options; using osu.Game.Screens.Select.Leaderboards; namespace osu.Game.Screens.Select { public class PlaySongSelect : OsuScreen { private Bindable playMode = new Bindable(); private BeatmapDatabase database; protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap); private CarouselContainer carousel; private TrackManager trackManager; private DialogOverlay dialogOverlay; private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225); private BeatmapInfoWedge beatmapInfoWedge; private ModSelectOverlay modSelect; private static readonly Vector2 background_blur = new Vector2(20); private CancellationTokenSource initialAddSetsTask; private SampleChannel sampleChangeDifficulty; private SampleChannel sampleChangeBeatmap; private List beatmapGroups; private BeatmapOptionsOverlay beatmapOptions; private Footer footer; private OsuScreen player; private FilterControl filter; public FilterControl Filter { get { return filter; } private set { if (filter != value) { filter = value; filterChanged(); } } } [BackgroundDependencyLoader(permitNulls: true)] private void load(BeatmapDatabase beatmaps, AudioManager audio, DialogOverlay dialog, Framework.Game game, OsuGame osu, OsuColour colours) { const float carousel_width = 640; const float filter_height = 100; beatmapGroups = new List(); Children = new Drawable[] { new ParallaxContainer { Padding = new MarginPadding { Top = filter_height }, ParallaxAmount = 0.005f, RelativeSizeAxes = Axes.Both, Children = new[] { new WedgeBackground { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Right = carousel_width * 0.76f }, }, } }, carousel = new CarouselContainer { RelativeSizeAxes = Axes.Y, Size = new Vector2(carousel_width, 1), Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, }, filter = new FilterControl { RelativeSizeAxes = Axes.X, Height = filter_height, FilterChanged = () => filterChanged(), Exit = Exit, }, beatmapInfoWedge = new BeatmapInfoWedge { Alpha = 0, Size = wedged_container_size, RelativeSizeAxes = Axes.X, Margin = new MarginPadding { Top = 20, Right = 20, }, }, beatmapOptions = new BeatmapOptionsOverlay { OnRemoveFromUnplayed = null, OnClearLocalScores = null, OnEdit = null, OnDelete = promptDelete, Margin = new MarginPadding { Bottom = 50, }, }, modSelect = new ModSelectOverlay { RelativeSizeAxes = Axes.X, Origin = Anchor.BottomCentre, Anchor = Anchor.BottomCentre, Margin = new MarginPadding { Bottom = 50, }, }, footer = new Footer { OnBack = Exit, OnStart = () => { if (player != null || Beatmap == null) return; Beatmap.PreferredPlayMode = playMode.Value; (player = new PlayerLoader(new Player { Beatmap = Beatmap, //eagerly set this so it's present before push. })).LoadAsync(Game, l => Push(player)); } }, }; footer.AddButton(@"mods", colours.Yellow, modSelect.ToggleVisibility); footer.AddButton(@"random", colours.Green, carousel.SelectRandom); footer.AddButton(@"options", colours.Blue, beatmapOptions.ToggleVisibility); if (osu != null) playMode.BindTo(osu.PlayMode); playMode.ValueChanged += playMode_ValueChanged; if (database == null) database = beatmaps; database.BeatmapSetAdded += onBeatmapSetAdded; database.BeatmapSetRemoved += onBeatmapSetRemoved; trackManager = audio.Track; dialogOverlay = dialog; sampleChangeDifficulty = audio.Sample.Get(@"SongSelect/select-difficulty"); sampleChangeBeatmap = audio.Sample.Get(@"SongSelect/select-expand"); initialAddSetsTask = new CancellationTokenSource(); Task.Factory.StartNew(() => addBeatmapSets(game, initialAddSetsTask.Token), initialAddSetsTask.Token); } private ScheduledDelegate filterTask; private void filterChanged(bool debounce = true, bool eagerSelection = true) { filterTask?.Cancel(); filterTask = Scheduler.AddDelayed(() => { filterTask = null; var search = filter.Search; BeatmapGroup newSelection = null; carousel.Sort(filter.Sort); foreach (var beatmapGroup in carousel) { var set = beatmapGroup.BeatmapSet; bool hasCurrentMode = set.Beatmaps.Any(bm => bm.Mode == playMode); bool match = hasCurrentMode; match &= string.IsNullOrEmpty(search) || (set.Metadata.Artist ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1 || (set.Metadata.ArtistUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1 || (set.Metadata.Title ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1 || (set.Metadata.TitleUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1; if (match) { if (newSelection == null || beatmapGroup.BeatmapSet.OnlineBeatmapSetID == Beatmap.BeatmapSetInfo.OnlineBeatmapSetID) { if (newSelection != null) newSelection.State = BeatmapGroupState.Collapsed; newSelection = beatmapGroup; } else beatmapGroup.State = BeatmapGroupState.Collapsed; } else { beatmapGroup.State = BeatmapGroupState.Hidden; } } if (newSelection != null) { if (newSelection.BeatmapPanels.Any(b => b.Beatmap.ID == Beatmap.BeatmapInfo.ID)) carousel.SelectBeatmap(Beatmap.BeatmapInfo, false); else if (eagerSelection) carousel.SelectBeatmap(newSelection.BeatmapSet.Beatmaps[0], false); } }, debounce ? 250 : 0); } private void onBeatmapSetAdded(BeatmapSetInfo s) => Schedule(() => addBeatmapSet(s, Game, true)); private void onBeatmapSetRemoved(BeatmapSetInfo s) => Schedule(() => removeBeatmapSet(s)); protected override void OnEntering(Screen last) { base.OnEntering(last); ensurePlayingSelected(); changeBackground(Beatmap); Content.FadeInFromZero(250); beatmapInfoWedge.MoveToX(-50); beatmapInfoWedge.MoveToX(0, 800, EasingTypes.OutQuint); filter.Activate(); } protected override void OnResuming(Screen last) { player = null; changeBackground(Beatmap); ensurePlayingSelected(); base.OnResuming(last); Content.FadeIn(250); Content.ScaleTo(1, 250, EasingTypes.OutSine); filter.Activate(); } protected override void OnSuspending(Screen next) { Content.ScaleTo(1.1f, 250, EasingTypes.InSine); Content.FadeOut(250); filter.Deactivate(); base.OnSuspending(next); } protected override bool OnExiting(Screen next) { beatmapInfoWedge.MoveToX(-100, 800, EasingTypes.InQuint); beatmapInfoWedge.RotateTo(10, 800, EasingTypes.InQuint); Content.FadeOut(100); filter.Deactivate(); return base.OnExiting(next); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); database.BeatmapSetAdded -= onBeatmapSetAdded; database.BeatmapSetRemoved -= onBeatmapSetRemoved; initialAddSetsTask.Cancel(); } private void playMode_ValueChanged(object sender, EventArgs e) { filterChanged(false); } private void changeBackground(WorkingBeatmap beatmap) { var backgroundModeBeatmap = Background as BackgroundScreenBeatmap; if (backgroundModeBeatmap != null) { backgroundModeBeatmap.Beatmap = beatmap; backgroundModeBeatmap.BlurTo(background_blur, 1000); backgroundModeBeatmap.FadeTo(1, 250); } beatmapInfoWedge.UpdateBeatmap(beatmap); } /// /// The global Beatmap was changed. /// protected override void OnBeatmapChanged(WorkingBeatmap beatmap) { base.OnBeatmapChanged(beatmap); beatmap?.Mods.BindTo(modSelect.SelectedMods); //todo: change background in selectionChanged instead; support per-difficulty backgrounds. changeBackground(beatmap); carousel.SelectBeatmap(beatmap?.BeatmapInfo); } /// /// selection has been changed as the result of interaction with the carousel. /// private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap) { bool beatmapSetChange = false; if (!beatmap.Equals(Beatmap?.BeatmapInfo)) { if (beatmap.BeatmapSetInfoID == Beatmap?.BeatmapInfo.BeatmapSetInfoID) sampleChangeDifficulty.Play(); else { sampleChangeBeatmap.Play(); beatmapSetChange = true; } Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap); } ensurePlayingSelected(beatmapSetChange); } private void ensurePlayingSelected(bool preview = false) { Track track = Beatmap?.Track; if (track != null) { trackManager.SetExclusive(track); if (preview) track.Seek(Beatmap.Beatmap.Metadata.PreviewTime); track.Start(); } } private void addBeatmapSet(BeatmapSetInfo beatmapSet, Framework.Game game, bool select = false) { beatmapSet = database.GetWithChildren(beatmapSet.ID); beatmapSet.Beatmaps.ForEach(b => { database.GetChildren(b); if (b.Metadata == null) b.Metadata = beatmapSet.Metadata; }); var group = new BeatmapGroup(beatmapSet, database) { SelectionChanged = selectionChanged, StartRequested = b => footer.StartButton.TriggerClick() }; //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.LoadAsync(game))).ContinueWith(task => Schedule(delegate { beatmapGroups.Add(group); group.State = BeatmapGroupState.Collapsed; carousel.AddGroup(group); filterChanged(false, false); if (Beatmap == null || select) carousel.SelectBeatmap(beatmapSet.Beatmaps.First()); else carousel.SelectBeatmap(Beatmap.BeatmapInfo); })); } private void removeBeatmapSet(BeatmapSetInfo beatmapSet) { var group = beatmapGroups.Find(b => b.BeatmapSet.ID == beatmapSet.ID); if (group == null) return; if (carousel.SelectedGroup == group) carousel.SelectNext(); beatmapGroups.Remove(group); carousel.RemoveGroup(group); if (beatmapGroups.Count == 0) Beatmap = null; } private void addBeatmapSets(Framework.Game game, CancellationToken token) { foreach (var beatmapSet in database.Query().Where(b => !b.DeletePending)) { if (token.IsCancellationRequested) return; addBeatmapSet(beatmapSet, game); } } private void promptDelete() { if (Beatmap != null) dialogOverlay?.Push(new BeatmapDeleteDialog(Beatmap)); } protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Repeat) return false; switch (args.Key) { case Key.F1: modSelect.ToggleVisibility(); return true; case Key.F2: carousel.SelectRandom(); return true; case Key.F3: beatmapOptions.ToggleVisibility(); return true; case Key.Enter: footer.StartButton.TriggerClick(); return true; case Key.Delete: if (state.Keyboard.ShiftPressed) { promptDelete(); return true; } break; } return base.OnKeyDown(state, args); } } }