// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Diagnostics; using System.Threading.Tasks; using ManagedBass.Fx; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Transforms; using osu.Framework.Input; using osu.Framework.Screens; using osu.Framework.Threading; using osu.Game.Audio; using osu.Game.Audio.Effects; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Input; using osu.Game.Localisation; using osu.Game.Overlays; using osu.Game.Overlays.Notifications; using osu.Game.Screens.Menu; using osu.Game.Screens.Play.PlayerSettings; using osu.Game.Skinning; using osu.Game.Users; using osu.Game.Utils; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Play { public partial class PlayerLoader : ScreenWithBeatmapBackground { protected const float BACKGROUND_BLUR = 15; protected const double CONTENT_OUT_DURATION = 300; protected virtual double PlayerPushDelay => 1800; public override bool HideOverlaysOnEnter => hideOverlays; public override bool DisallowExternalBeatmapRulesetChanges => true; public override bool? AllowGlobalTrackControl => false; // Here because IsHovered will not update unless we do so. public override bool HandlePositionalInput => true; // We show the previous screen status protected override UserActivity? InitialActivity => null; protected BeatmapMetadataDisplay MetadataInfo { get; private set; } = null!; /// /// A fill flow containing the player settings groups, exposed for the ability to hide it from inheritors of the player loader. /// protected FillFlowContainer PlayerSettings { get; private set; } = null!; protected VisualSettings VisualSettings { get; private set; } = null!; protected AudioSettings AudioSettings { get; private set; } = null!; protected Task? LoadTask { get; private set; } protected Task? DisposalTask { get; private set; } private OsuScrollContainer settingsScroll = null!; private Bindable showStoryboards = null!; private bool backgroundBrightnessReduction; private readonly BindableDouble volumeAdjustment = new BindableDouble(1); private AudioFilter lowPassFilter = null!; private AudioFilter highPassFilter = null!; private SkinnableSound sampleRestart = null!; [Cached] private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple); protected bool BackgroundBrightnessReduction { set { if (value == backgroundBrightnessReduction) return; backgroundBrightnessReduction = value; ApplyToBackground(b => b.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200)); } } private bool readyForPush => !playerConsumed // don't push unless the player is completely loaded && CurrentPlayer?.LoadState == LoadState.Ready // don't push unless the player is ready to start gameplay && ReadyForGameplay; protected virtual bool ReadyForGameplay => // not ready if the user is hovering one of the panes, unless they are idle. (IsHovered || idleTracker.IsIdle.Value) // not ready if the user is dragging a slider or otherwise. && inputManager.DraggedDrawable == null // not ready if a focused overlay is visible, like settings. && inputManager.FocusedDrawable == null; private readonly Func createPlayer; /// /// The instance being loaded by this screen. /// public Player? CurrentPlayer { get; private set; } /// /// Whether the current player instance has been consumed via . /// private bool playerConsumed; private LogoTrackingContainer content = null!; private bool hideOverlays; private InputManager inputManager = null!; private IdleTracker idleTracker = null!; private ScheduledDelegate? scheduledPushPlayer; private EpilepsyWarning? epilepsyWarning; private bool quickRestart; [Resolved] private INotificationOverlay? notificationOverlay { get; set; } [Resolved] private VolumeOverlay? volumeOverlay { get; set; } [Resolved] private AudioManager audioManager { get; set; } = null!; [Resolved] private BatteryInfo? batteryInfo { get; set; } public PlayerLoader(Func createPlayer) { this.createPlayer = createPlayer; } [BackgroundDependencyLoader] private void load(SessionStatics sessionStatics, AudioManager audio, OsuConfigManager config) { muteWarningShownOnce = sessionStatics.GetBindable(Static.MutedAudioNotificationShownOnce); batteryWarningShownOnce = sessionStatics.GetBindable(Static.LowBatteryNotificationShownOnce); showStoryboards = config.GetBindable(OsuSetting.ShowStoryboard); const float padding = 25; InternalChildren = new Drawable[] { (content = new LogoTrackingContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, }).WithChildren(new Drawable[] { MetadataInfo = new BeatmapMetadataDisplay(Beatmap.Value, Mods, content.LogoFacade) { Alpha = 0, Anchor = Anchor.Centre, Origin = Anchor.Centre, }, }), settingsScroll = new OsuScrollContainer { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, RelativeSizeAxes = Axes.Y, Width = SettingsToolboxGroup.CONTAINER_WIDTH + padding * 2, Padding = new MarginPadding { Vertical = padding }, Masking = false, Child = PlayerSettings = new FillFlowContainer { AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Spacing = new Vector2(0, 20), Padding = new MarginPadding { Horizontal = padding }, Children = new PlayerSettingsGroup[] { VisualSettings = new VisualSettings(), AudioSettings = new AudioSettings(), new InputSettings() } }, }, idleTracker = new IdleTracker(750), lowPassFilter = new AudioFilter(audio.TrackMixer), highPassFilter = new AudioFilter(audio.TrackMixer, BQFType.HighPass), sampleRestart = new SkinnableSound(new SampleInfo(@"Gameplay/restart", @"pause-retry-click")) }; if (Beatmap.Value.BeatmapInfo.EpilepsyWarning) { AddInternal(epilepsyWarning = new EpilepsyWarning { Anchor = Anchor.Centre, Origin = Anchor.Centre, }); } } protected override void LoadComplete() { base.LoadComplete(); inputManager = GetContainingInputManager(); } #region Screen handling public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); ApplyToBackground(b => { if (epilepsyWarning != null) epilepsyWarning.DimmableBackground = b; }); Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment); // Start off-screen. settingsScroll.MoveToX(settingsScroll.DrawWidth); content.ScaleTo(0.7f); contentIn(); MetadataInfo.Delay(750).FadeIn(500); // after an initial delay, start the debounced load check. // this will continue to execute even after resuming back on restart. Scheduler.Add(new ScheduledDelegate(pushWhenLoaded, Clock.CurrentTime + PlayerPushDelay, 0)); showMuteWarningIfNeeded(); showBatteryWarningIfNeeded(); } public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); Debug.Assert(CurrentPlayer != null); var lastScore = CurrentPlayer.Score; AudioSettings.ReferenceScore.Value = lastScore?.ScoreInfo; // prepare for a retry. CurrentPlayer = null; playerConsumed = false; cancelLoad(); sampleRestart.Play(); contentIn(); } public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); BackgroundBrightnessReduction = false; // 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); lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF); highPassFilter.CutoffTo(0); } public override bool OnExiting(ScreenExitEvent e) { cancelLoad(); ContentOut(); // If the load sequence was interrupted, the epilepsy warning may already be displayed (or in the process of being displayed). epilepsyWarning?.Hide(); // Ensure the screen doesn't expire until all the outwards fade operations have completed. this.Delay(CONTENT_OUT_DURATION).FadeOut(); ApplyToBackground(b => b.IgnoreUserSettings.Value = true); BackgroundBrightnessReduction = false; Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment); return base.OnExiting(e); } protected override void LogoArriving(OsuLogo logo, bool resuming) { base.LogoArriving(logo, resuming); const double duration = 300; if (!resuming) logo.MoveTo(new Vector2(0.5f), duration, Easing.OutQuint); logo.ScaleTo(new Vector2(0.15f), duration, Easing.OutQuint); logo.FadeIn(350); Scheduler.AddDelayed(() => { if (this.IsCurrentScreen()) content.StartTracking(logo, resuming ? 0 : 500, Easing.InOutExpo); }, resuming ? 0 : 500); } protected override void LogoExiting(OsuLogo logo) { base.LogoExiting(logo); content.StopTracking(); } protected override void LogoSuspending(OsuLogo logo) { base.LogoSuspending(logo); content.StopTracking(); logo .FadeOut(CONTENT_OUT_DURATION / 2, Easing.OutQuint) .ScaleTo(logo.Scale * 0.8f, CONTENT_OUT_DURATION * 2, Easing.OutQuint); } #endregion protected override void Update() { base.Update(); 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. ApplyToBackground(b => { b.IgnoreUserSettings.Value = false; b.BlurAmount.Value = 0; }); BackgroundBrightnessReduction = false; } else { ApplyToBackground(b => { // Returns background dim and blur to the values specified by PlayerLoader. b.IgnoreUserSettings.Value = true; b.BlurAmount.Value = BACKGROUND_BLUR; }); BackgroundBrightnessReduction = true; } } private Player consumePlayer() { Debug.Assert(!playerConsumed); Debug.Assert(CurrentPlayer != null); playerConsumed = true; return CurrentPlayer; } private void prepareNewPlayer() { if (!this.IsCurrentScreen()) return; CurrentPlayer = createPlayer(); CurrentPlayer.Configuration.AutomaticallySkipIntro |= quickRestart; CurrentPlayer.RestartCount = restartCount++; CurrentPlayer.RestartRequested = restartRequested; LoadTask = LoadComponentAsync(CurrentPlayer, _ => { MetadataInfo.Loading = false; OnPlayerLoaded(); }); } protected virtual void OnPlayerLoaded() { } private void restartRequested(bool quickRestartRequested) { quickRestart = quickRestartRequested; hideOverlays = true; ValidForResume = true; } private void contentIn() { MetadataInfo.Loading = true; content.FadeInFromZero(400); content.ScaleTo(1, 650, Easing.OutQuint).Then().Schedule(prepareNewPlayer); settingsScroll.FadeInFromZero(500, Easing.Out) .MoveToX(0, 500, Easing.OutQuint); lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint); highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in) ApplyToBackground(b => b.FadeColour(Color4.White, 800, Easing.OutQuint)); } protected virtual void ContentOut() { // Ensure the logo is no longer tracking before we scale the content content.StopTracking(); content.ScaleTo(0.7f, CONTENT_OUT_DURATION * 2, Easing.OutQuint); content.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint); settingsScroll.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint) .MoveToX(settingsScroll.DrawWidth, CONTENT_OUT_DURATION * 2, Easing.OutQuint); lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, CONTENT_OUT_DURATION); highPassFilter.CutoffTo(0, CONTENT_OUT_DURATION); } private void pushWhenLoaded() { if (!this.IsCurrentScreen()) return; if (!readyForPush) { // 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; } // 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; scheduledPushPlayer = Scheduler.AddDelayed(() => { // 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(); ContentOut(); TransformSequence pushSequence = this.Delay(0); // 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). // // note the late check of storyboard enable as the user may have just changed it // from the settings on the loader screen. if (epilepsyWarning?.IsAlive == true && showStoryboards.Value) { const double epilepsy_display_length = 3000; pushSequence .Delay(CONTENT_OUT_DURATION) .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); } else { // This goes hand-in-hand with the restoration of low pass filter in contentOut(). this.TransformBindableTo(volumeAdjustment, 0, CONTENT_OUT_DURATION, Easing.OutCubic); epilepsyWarning?.Expire(); } pushSequence.Schedule(() => { if (!this.IsCurrentScreen()) return; 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; if (consumedPlayer.LoadedBeatmapSuccessfully) this.Push(consumedPlayer); else this.Exit(); }); }, 500); } private void cancelLoad() { scheduledPushPlayer?.Cancel(); scheduledPushPlayer = null; } #region Disposal protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (isDisposing) { // if the player never got pushed, we should explicitly dispose it. DisposalTask = LoadTask?.ContinueWith(_ => CurrentPlayer?.Dispose()); } } #endregion #region Mute warning private Bindable muteWarningShownOnce = null!; private int restartCount; private const double volume_requirement = 0.01; private void showMuteWarningIfNeeded() { if (!muteWarningShownOnce.Value) { // 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. if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= volume_requirement || audioManager.VolumeTrack.Value <= volume_requirement) { notificationOverlay?.Post(new MutedNotification()); muteWarningShownOnce.Value = true; } } } private partial class MutedNotification : SimpleNotification { public override bool IsImportant => true; public MutedNotification() { Text = NotificationsStrings.GameVolumeTooLow; } [BackgroundDependencyLoader] private void load(OsuColour colours, AudioManager audioManager, INotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay) { Icon = FontAwesome.Solid.VolumeMute; IconContent.Colour = colours.RedDark; Activated = delegate { notificationOverlay.Hide(); volumeOverlay.IsMuted.Value = false; // Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes. // Note that we only restore halfway to ensure the user isn't suddenly overloaded by unexpectedly high volume. if (audioManager.Volume.Value <= volume_requirement) audioManager.Volume.Value = 0.5f; if (audioManager.VolumeTrack.Value <= volume_requirement) audioManager.VolumeTrack.Value = 0.5f; return true; }; } } #endregion #region Low battery warning private const double low_battery_threshold = 0.25; private Bindable batteryWarningShownOnce = null!; private void showBatteryWarningIfNeeded() { if (batteryInfo == null) return; if (!batteryWarningShownOnce.Value) { if (batteryInfo.OnBattery && batteryInfo.ChargeLevel <= low_battery_threshold) { notificationOverlay?.Post(new BatteryWarningNotification()); batteryWarningShownOnce.Value = true; } } } private partial class BatteryWarningNotification : SimpleNotification { public override bool IsImportant => true; public BatteryWarningNotification() { Text = NotificationsStrings.BatteryLow; } [BackgroundDependencyLoader] private void load(OsuColour colours, INotificationOverlay notificationOverlay) { Icon = FontAwesome.Solid.BatteryQuarter; IconContent.Colour = colours.RedDark; Activated = delegate { notificationOverlay.Hide(); return true; }; } } #endregion } }