// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using osu.Framework.Configuration; using osu.Framework.Screens; using osu.Game.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Overlays; using osu.Framework.Logging; using osu.Framework.Allocation; using osu.Game.Overlays.Toolbar; using osu.Game.Screens; using osu.Game.Screens.Menu; using OpenTK; using System.Linq; using System.Threading; using System.Threading.Tasks; using osu.Framework.Audio; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Platform; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Rulesets.Scoring; using osu.Game.Overlays.Notifications; using osu.Game.Rulesets; using osu.Game.Screens.Play; using osu.Game.Input.Bindings; using osu.Game.Rulesets.Mods; using osu.Game.Skinning; using OpenTK.Graphics; using osu.Game.Overlays.Volume; using osu.Game.Screens.Select; using osu.Game.Utils; using LogLevel = osu.Framework.Logging.LogLevel; namespace osu.Game { /// /// The full osu! experience. Builds on top of to add menus and binding logic /// for initial components that are generally retrieved via DI. /// public class OsuGame : OsuGameBase, IKeyBindingHandler { public Toolbar Toolbar; private ChatOverlay chat; private MusicController musicController; private NotificationOverlay notifications; private DialogOverlay dialogOverlay; private DirectOverlay direct; private SocialOverlay social; private UserProfileOverlay userProfile; private BeatmapSetOverlay beatmapSetOverlay; private ScreenshotManager screenshotManager; protected RavenLogger RavenLogger; public virtual Storage GetStorageForStableInstall() => null; private Intro intro { get { Screen s = screenStack; while (s != null && !(s is Intro)) s = s.ChildScreen; return s as Intro; } } public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight; public readonly Bindable OverlayActivationMode = new Bindable(); private OsuScreen screenStack; private VolumeOverlay volume; private OnScreenDisplay onscreenDisplay; private Bindable configRuleset; private readonly Bindable ruleset = new Bindable(); private Bindable configSkin; private readonly string[] args; private SettingsOverlay settings; private readonly List overlays = new List(); // todo: move this to SongSelect once Screen has the ability to unsuspend. [Cached] [Cached(Type = typeof(IBindable>))] private readonly Bindable> selectedMods = new Bindable>(new Mod[] { }); public OsuGame(string[] args = null) { this.args = args; forwardLoggedErrorsToNotifications(); RavenLogger = new RavenLogger(this); } public void ToggleSettings() => settings.ToggleVisibility(); public void ToggleDirect() => direct.ToggleVisibility(); /// /// Close all game-wide overlays. /// /// Whether the toolbar should also be hidden. public void CloseAllOverlays(bool toolbar = true) { foreach (var o in overlays) o.State = Visibility.Hidden; if (toolbar) Toolbar.State = Visibility.Hidden; } private DependencyContainer dependencies; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); [BackgroundDependencyLoader] private void load(FrameworkConfigManager frameworkConfig) { this.frameworkConfig = frameworkConfig; ScoreStore.ScoreImported += score => Schedule(() => LoadScore(score)); if (!Host.IsPrimaryInstance) { Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error); Environment.Exit(0); } if (args?.Length > 0) { var paths = args.Where(a => !a.StartsWith(@"-")).ToArray(); if (paths.Length > 0) Task.Run(() => Import(paths)); } dependencies.CacheAs(this); dependencies.Cache(RavenLogger); dependencies.CacheAs(ruleset); dependencies.CacheAs>(ruleset); // bind config int to database RulesetInfo configRuleset = LocalConfig.GetBindable(OsuSetting.Ruleset); ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First(); ruleset.ValueChanged += r => configRuleset.Value = r.ID ?? 0; // bind config int to database SkinInfo configSkin = LocalConfig.GetBindable(OsuSetting.Skin); SkinManager.CurrentSkinInfo.ValueChanged += s => configSkin.Value = s.ID; configSkin.ValueChanged += id => SkinManager.CurrentSkinInfo.Value = SkinManager.Query(s => s.ID == id) ?? SkinInfo.Default; configSkin.TriggerChange(); LocalConfig.BindWith(OsuSetting.VolumeInactive, inactiveVolumeAdjust); } private ScheduledDelegate scoreLoad; /// /// Open chat to a channel matching the provided name, if present. /// /// The name of the channel. public void OpenChannel(string channelName) => chat.OpenChannel(chat.AvailableChannels.Find(c => c.Name == channelName)); /// /// Show a beatmap set as an overlay. /// /// The set to display. public void ShowBeatmapSet(int setId) => beatmapSetOverlay.FetchAndShowBeatmapSet(setId); /// /// Present a beatmap at song select. /// /// The beatmap to select. public void PresentBeatmap(BeatmapSetInfo beatmap) { CloseAllOverlays(false); void setBeatmap() { if (Beatmap.Disabled) { Schedule(setBeatmap); return; } var databasedSet = BeatmapManager.QueryBeatmapSet(s => s.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID); // Use first beatmap available for current ruleset, else switch ruleset. var first = databasedSet.Beatmaps.FirstOrDefault(b => b.Ruleset == ruleset.Value) ?? databasedSet.Beatmaps.First(); ruleset.Value = first.Ruleset; Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first); } switch (currentScreen) { case SongSelect _: break; default: // navigate to song select if we are not already there. var menu = (MainMenu)intro.ChildScreen; menu.MakeCurrent(); menu.LoadToSolo(); break; } setBeatmap(); } /// /// Show a user's profile as an overlay. /// /// The user to display. public void ShowUser(long userId) => userProfile.ShowUser(userId); /// /// Show a beatmap's set as an overlay, displaying the given beatmap. /// /// The beatmap to show. public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId); protected void LoadScore(Score s) { scoreLoad?.Cancel(); var menu = intro.ChildScreen; if (menu == null) { scoreLoad = Schedule(() => LoadScore(s)); return; } if (!menu.IsCurrentScreen) { menu.MakeCurrent(); this.Delay(500).Schedule(() => LoadScore(s), out scoreLoad); return; } if (s.Beatmap == null) { notifications.Post(new SimpleNotification { Text = @"Tried to load a score for a beatmap we don't have!", Icon = FontAwesome.fa_life_saver, }); return; } ruleset.Value = s.Ruleset; Beatmap.Value = BeatmapManager.GetWorkingBeatmap(s.Beatmap); Beatmap.Value.Mods.Value = s.Mods; menu.Push(new PlayerLoader(new ReplayPlayer(s.Replay))); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); RavenLogger.Dispose(); } protected override void LoadComplete() { // this needs to be cached before base.LoadComplete as it is used by MenuCursorContainer. dependencies.Cache(screenshotManager = new ScreenshotManager()); base.LoadComplete(); // The next time this is updated is in UpdateAfterChildren, which occurs too late and results // in the cursor being shown for a few frames during the intro. // This prevents the cursor from showing until we have a screen with CursorVisible = true MenuCursorContainer.CanShowCursor = currentScreen?.CursorVisible ?? false; // hook up notifications to components. SkinManager.PostNotification = n => notifications?.Post(n); BeatmapManager.PostNotification = n => notifications?.Post(n); BeatmapManager.GetStableStorage = GetStorageForStableInstall; BeatmapManager.PresentBeatmap = PresentBeatmap; AddRange(new Drawable[] { new VolumeControlReceptor { RelativeSizeAxes = Axes.Both, ActionRequested = action => volume.Adjust(action), ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise), }, mainContent = new Container { RelativeSizeAxes = Axes.Both }, overlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue }, }); loadComponentSingleFile(screenStack = new Loader(), d => { screenStack.ModePushed += screenAdded; screenStack.Exited += screenRemoved; mainContent.Add(screenStack); }); loadComponentSingleFile(Toolbar = new Toolbar { Depth = -5, OnHome = delegate { CloseAllOverlays(false); intro?.ChildScreen?.MakeCurrent(); }, }, overlayContent.Add); loadComponentSingleFile(volume = new VolumeOverlay(), overlayContent.Add); loadComponentSingleFile(onscreenDisplay = new OnScreenDisplay(), Add); loadComponentSingleFile(screenshotManager, Add); //overlay elements loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(chat = new ChatOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(settings = new MainSettings { GetToolbarHeight = () => ToolbarOffset, Depth = -1 }, overlayContent.Add); loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add); loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, mainContent.Add); loadComponentSingleFile(musicController = new MusicController { Depth = -4, Position = new Vector2(0, Toolbar.HEIGHT), Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, overlayContent.Add); loadComponentSingleFile(notifications = new NotificationOverlay { GetToolbarHeight = () => ToolbarOffset, Depth = -4, Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, overlayContent.Add); loadComponentSingleFile(dialogOverlay = new DialogOverlay { Depth = -6, }, overlayContent.Add); dependencies.Cache(settings); dependencies.Cache(onscreenDisplay); dependencies.Cache(social); dependencies.Cache(direct); dependencies.Cache(chat); dependencies.Cache(userProfile); dependencies.Cache(musicController); dependencies.Cache(beatmapSetOverlay); dependencies.Cache(notifications); dependencies.Cache(dialogOverlay); var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications }; overlays.AddRange(singleDisplaySideOverlays); foreach (var overlay in singleDisplaySideOverlays) { overlay.StateChanged += state => { if (state == Visibility.Hidden) return; singleDisplaySideOverlays.Where(o => o != overlay).ForEach(o => o.Hide()); }; } // eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time. var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile }; overlays.AddRange(informationalOverlays); foreach (var overlay in informationalOverlays) { overlay.StateChanged += state => { if (state == Visibility.Hidden) return; informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide()); }; } // ensure only one of these overlays are open at once. var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct }; overlays.AddRange(singleDisplayOverlays); foreach (var overlay in singleDisplayOverlays) { overlay.StateChanged += state => { // informational overlays should be dismissed on a show or hide of a full overlay. informationalOverlays.ForEach(o => o.Hide()); if (state == Visibility.Hidden) return; singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide()); }; } OverlayActivationMode.ValueChanged += v => { if (v != OverlayActivation.All) CloseAllOverlays(); }; void updateScreenOffset() { float offset = 0; if (settings.State == Visibility.Visible) offset += ToolbarButton.WIDTH / 2; if (notifications.State == Visibility.Visible) offset -= ToolbarButton.WIDTH / 2; screenStack.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint); } settings.StateChanged += _ => updateScreenOffset(); notifications.StateChanged += _ => updateScreenOffset(); } private void forwardLoggedErrorsToNotifications() { int recentLogCount = 0; const double debounce = 5000; Logger.NewEntry += entry => { if (entry.Level < LogLevel.Important || entry.Target == null) return; const int short_term_display_limit = 3; if (recentLogCount < short_term_display_limit) { Schedule(() => notifications.Post(new SimpleNotification { Icon = entry.Level == LogLevel.Important ? FontAwesome.fa_exclamation_circle : FontAwesome.fa_bomb, Text = entry.Message + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty), })); } else if (recentLogCount == short_term_display_limit) { Schedule(() => notifications.Post(new SimpleNotification { Icon = FontAwesome.fa_ellipsis_h, Text = "Subsequent messages have been logged. Click to view log files.", Activated = () => { Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer(); return true; } })); } Interlocked.Increment(ref recentLogCount); Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce); }; } private Task asyncLoadStream; private int visibleOverlayCount; private void loadComponentSingleFile(T d, Action add) where T : Drawable { var focused = d as FocusedOverlayContainer; if (focused != null) { focused.StateChanged += s => { visibleOverlayCount += s == Visibility.Visible ? 1 : -1; screenStack.FadeColour(visibleOverlayCount > 0 ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint); }; } // schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached). // with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile, // we could avoid the need for scheduling altogether. Schedule(() => { var previousLoadStream = asyncLoadStream; //chain with existing load stream asyncLoadStream = Task.Run(async () => { if (previousLoadStream != null) await previousLoadStream; try { Logger.Log($"Loading {d}...", LoggingTarget.Debug); await LoadComponentAsync(d, add); Logger.Log($"Loaded {d}!", LoggingTarget.Debug); } catch (OperationCanceledException) { } }); }); } public bool OnPressed(GlobalAction action) { if (intro == null) return false; switch (action) { case GlobalAction.ToggleChat: chat.ToggleVisibility(); return true; case GlobalAction.ToggleSocial: social.ToggleVisibility(); return true; case GlobalAction.ResetInputSettings: var sensitivity = frameworkConfig.GetBindable(FrameworkSetting.CursorSensitivity); sensitivity.Disabled = false; sensitivity.Value = 1; sensitivity.Disabled = true; frameworkConfig.Set(FrameworkSetting.IgnoredInputHandlers, string.Empty); frameworkConfig.GetBindable(FrameworkSetting.ConfineMouseMode).SetDefault(); return true; case GlobalAction.ToggleToolbar: Toolbar.ToggleVisibility(); return true; case GlobalAction.ToggleSettings: settings.ToggleVisibility(); return true; case GlobalAction.ToggleDirect: direct.ToggleVisibility(); return true; case GlobalAction.ToggleGameplayMouseButtons: LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get(OsuSetting.MouseDisableButtons)); return true; } return false; } private readonly BindableDouble inactiveVolumeAdjust = new BindableDouble(); protected override void OnDeactivated() { base.OnDeactivated(); Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust); } protected override void OnActivated() { base.OnActivated(); Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust); } public bool OnReleased(GlobalAction action) => false; private Container mainContent; private Container overlayContent; private OsuScreen currentScreen; private FrameworkConfigManager frameworkConfig; protected override bool OnExiting() { if (screenStack.ChildScreen == null) return false; if (intro == null) return true; if (!intro.DidLoadMenu || intro.ChildScreen != null) { Scheduler.Add(intro.MakeCurrent); return true; } return base.OnExiting(); } /// /// Use to programatically exit the game as if the user was triggering via alt-f4. /// Will keep persisting until an exit occurs (exit may be blocked multiple times). /// public void GracefullyExit() { if (!OnExiting()) Exit(); else Scheduler.AddDelayed(GracefullyExit, 2000); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); // we only want to apply these restrictions when we are inside a screen stack. // the use case for not applying is in visual/unit tests. bool applyBeatmapRulesetRestrictions = !currentScreen?.AllowBeatmapRulesetChange ?? false; ruleset.Disabled = applyBeatmapRulesetRestrictions; Beatmap.Disabled = applyBeatmapRulesetRestrictions; mainContent.Padding = new MarginPadding { Top = ToolbarOffset }; MenuCursorContainer.CanShowCursor = currentScreen?.CursorVisible ?? false; } private void screenAdded(Screen newScreen) { currentScreen = (OsuScreen)newScreen; Logger.Log($"Screen changed → {currentScreen}"); newScreen.ModePushed += screenAdded; newScreen.Exited += screenRemoved; } private void screenRemoved(Screen newScreen) { currentScreen = (OsuScreen)newScreen; Logger.Log($"Screen changed ← {currentScreen}"); if (newScreen == null) Exit(); } } }