//Copyright (c) 2007-2016 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.GameModes; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.UserInterface; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Modes; using osu.Game.Screens.Backgrounds; using osu.Game.Graphics.UserInterface; using OpenTK; using OpenTK.Graphics; using osu.Game.Screens.Play; using osu.Framework; using osu.Framework.Audio.Sample; using osu.Framework.Graphics.Transformations; using osu.Game.Beatmaps.Drawables; using osu.Game.Graphics.Containers; using osu.Framework.Input; using OpenTK.Input; namespace osu.Game.Screens.Select { public class PlaySongSelect : OsuGameMode { private Bindable playMode; private BeatmapDatabase database; protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap); private CarouselContainer carousel; 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); private BeatmapInfoWedge beatmapInfoWedge; private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20); private CancellationTokenSource initialAddSetsTask; private AudioSample sampleChangeDifficulty; private AudioSample sampleChangeBeatmap; 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; const float bottomToolHeight = 50; Children = new Drawable[] { new ParallaxContainer { ParallaxAmount = 0.005f, RelativeSizeAxes = Axes.Both, Children = new [] { new WedgeBackground { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Right = carouselWidth * 0.76f }, }, } }, carousel = new CarouselContainer { RelativeSizeAxes = Axes.Y, Size = new Vector2(carouselWidth, 1), Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, }, beatmapInfoWedge = new BeatmapInfoWedge { Alpha = 0, Position = wedged_container_start_position, Size = wedged_container_size, RelativeSizeAxes = Axes.X, Margin = new MarginPadding { Top = 20, Right = 20, }, }, new Container { RelativeSizeAxes = Axes.X, Height = bottomToolHeight, 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), }, new BackButton { Anchor = Anchor.BottomLeft, Origin = Anchor.BottomLeft, //RelativeSizeAxes = Axes.Y, Action = () => Exit() }, new Button { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, RelativeSizeAxes = Axes.Y, Width = 100, Text = "Play", Colour = new Color4(238, 51, 153, 255), Action = start }, } } }; } Player player; private void start() { if (player != null) return; //in the future we may want to move this logic to a PlayerLoader gamemode or similar, so we can rely on the SongSelect transition //and provide a better loading experience (at the moment song select is still accepting input during preload). player = new Player { BeatmapInfo = carousel.SelectedGroup.SelectedPanel.Beatmap, PreferredPlayMode = playMode.Value }; player.Preload(Game, delegate { if (!Push(player)) { player = null; //error occured? } }); } [BackgroundDependencyLoader(permitNulls: true)] private void load(BeatmapDatabase beatmaps, AudioManager audio, BaseGame game, OsuGame osuGame) { if (osuGame != null) { playMode = osuGame.PlayMode; playMode.ValueChanged += playMode_ValueChanged; } if (database == null) database = beatmaps; database.BeatmapSetAdded += onDatabaseOnBeatmapSetAdded; trackManager = audio.Track; 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 void onDatabaseOnBeatmapSetAdded(BeatmapSetInfo s) { Schedule(() => addBeatmapSet(s, Game)); } protected override void OnEntering(GameMode last) { base.OnEntering(last); ensurePlayingSelected(); changeBackground(Beatmap); Content.FadeInFromZero(250); beatmapInfoWedge.MoveTo(wedged_container_start_position + new Vector2(-100, 50)); beatmapInfoWedge.RotateTo(10); beatmapInfoWedge.MoveTo(wedged_container_start_position, 800, EasingTypes.OutQuint); beatmapInfoWedge.RotateTo(0, 800, EasingTypes.OutQuint); } protected override void OnResuming(GameMode last) { player = null; changeBackground(Beatmap); ensurePlayingSelected(); base.OnResuming(last); Content.FadeIn(250); Content.ScaleTo(1, 250, EasingTypes.OutSine); } protected override void OnSuspending(GameMode next) { Content.ScaleTo(1.1f, 250, EasingTypes.InSine); Content.FadeOut(250); base.OnSuspending(next); } protected override bool OnExiting(GameMode next) { beatmapInfoWedge.MoveTo(wedged_container_start_position + new Vector2(-100, 50), 800, EasingTypes.InQuint); beatmapInfoWedge.RotateTo(10, 800, EasingTypes.InQuint); Content.FadeOut(100); return base.OnExiting(next); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (playMode != null) playMode.ValueChanged -= playMode_ValueChanged; database.BeatmapSetAdded -= onDatabaseOnBeatmapSetAdded; initialAddSetsTask.Cancel(); } private void playMode_ValueChanged(object sender, EventArgs e) { } private void changeBackground(WorkingBeatmap beatmap) { 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); } beatmapInfoWedge.UpdateBeatmap(beatmap); } /// /// The global Beatmap was changed. /// protected override void OnBeatmapChanged(WorkingBeatmap beatmap) { base.OnBeatmapChanged(beatmap); //todo: change background in selectionChanged instead; support per-difficulty backgrounds. changeBackground(beatmap); selectBeatmap(beatmap.BeatmapInfo); } private void selectBeatmap(BeatmapInfo beatmap) { carousel.SelectBeatmap(beatmap); } /// /// 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.BeatmapSetID == Beatmap?.BeatmapInfo.BeatmapSetID) sampleChangeDifficulty.Play(); else { sampleChangeBeatmap.Play(); beatmapSetChange = true; } Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap); } ensurePlayingSelected(beatmapSetChange); } private async Task ensurePlayingSelected(bool preview = false) { AudioTrack track = null; await Task.Run(() => track = Beatmap?.Track); Schedule(delegate { if (track != null) { trackManager.SetExclusive(track); if (preview) track.Seek(Beatmap.Beatmap.Metadata.PreviewTime); track.Start(); } }); } private void addBeatmapSet(BeatmapSetInfo beatmapSet, BaseGame game) { beatmapSet = database.GetWithChildren(beatmapSet.BeatmapSetID); beatmapSet.Beatmaps.ForEach(b => { database.GetChildren(b); if (b.Metadata == null) b.Metadata = beatmapSet.Metadata; }); beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList(); var beatmap = new WorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault(), beatmapSet, database); var group = new BeatmapGroup(beatmap) { SelectionChanged = selectionChanged }; //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 { carousel.AddGroup(group); if (Beatmap == null) carousel.SelectBeatmap(beatmapSet.Beatmaps.First()); else { var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo)); if (panel != null) carousel.SelectGroup(group, panel); } })); } private void addBeatmapSets(BaseGame game, CancellationToken token) { foreach (var beatmapSet in database.Query()) { if (token.IsCancellationRequested) return; addBeatmapSet(beatmapSet, game); } } protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { switch (args.Key) { case Key.Enter: start(); return true; } return base.OnKeyDown(state, args); } } }