// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Linq; using OpenTK; using OpenTK.Input; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Audio.Track; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Logging; using osu.Framework.Input.EventArgs; using osu.Framework.Input.States; using osu.Framework.Screens; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Input.Bindings; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Screens.Backgrounds; using osu.Game.Screens.Edit; using osu.Game.Screens.Menu; using osu.Game.Screens.Select.Options; namespace osu.Game.Screens.Select { public abstract class SongSelect : OsuScreen { private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 245); private static readonly Vector2 background_blur = new Vector2(20); private const float left_area_padding = 20; public readonly FilterControl FilterControl; protected virtual bool ShowFooter => true; /// /// Can be null if is false. /// protected readonly BeatmapOptionsOverlay BeatmapOptions; /// /// Can be null if is false. /// protected readonly Footer Footer; /// /// Contains any panel which is triggered by a footer button. /// Helps keep them located beneath the footer itself. /// protected readonly Container FooterPanels; protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(); protected Container LeftContent; protected readonly BeatmapCarousel Carousel; private readonly BeatmapInfoWedge beatmapInfoWedge; private DialogOverlay dialogOverlay; private BeatmapManager beatmaps; private SampleChannel sampleChangeDifficulty; private SampleChannel sampleChangeBeatmap; protected new readonly Bindable Ruleset = new Bindable(); private DependencyContainer dependencies; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); dependencies.CacheAs(this); dependencies.CacheAs(Ruleset); dependencies.CacheAs>(Ruleset); return dependencies; } protected SongSelect() { const float carousel_width = 640; const float filter_height = 100; AddRange(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 }, } } }, LeftContent = new Container { Origin = Anchor.BottomLeft, Anchor = Anchor.BottomLeft, RelativeSizeAxes = Axes.Both, Size = new Vector2(wedged_container_size.X, 1), Padding = new MarginPadding { Bottom = 50, Top = wedged_container_size.Y + left_area_padding, Left = left_area_padding, Right = left_area_padding * 2, } }, new Container { RelativeSizeAxes = Axes.Both, Masking = true, Anchor = Anchor.Centre, Origin = Anchor.Centre, Width = 2, //avoid horizontal masking so the panels don't clip when screen stack is pushed. Child = new Container { RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, Width = 0.5f, Children = new Drawable[] { Carousel = new BeatmapCarousel { Masking = false, RelativeSizeAxes = Axes.Y, Size = new Vector2(carousel_width, 1), Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, SelectionChanged = updateSelectedBeatmap, BeatmapSetsChanged = carouselBeatmapsLoaded, }, FilterControl = new FilterControl { RelativeSizeAxes = Axes.X, Height = filter_height, FilterChanged = c => Carousel.Filter(c), Background = { Width = 2 }, Exit = () => { if (IsCurrentScreen) Exit(); }, }, } }, }, beatmapInfoWedge = new BeatmapInfoWedge { Size = wedged_container_size, RelativeSizeAxes = Axes.X, Margin = new MarginPadding { Top = left_area_padding, Right = left_area_padding, }, }, new ResetScrollContainer(() => Carousel.ScrollToSelected()) { RelativeSizeAxes = Axes.Y, Width = 250, } }); if (ShowFooter) { Add(FooterPanels = new Container { Anchor = Anchor.BottomLeft, Origin = Anchor.BottomLeft, RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Margin = new MarginPadding { Bottom = Footer.HEIGHT, }, }); Add(Footer = new Footer { OnBack = Exit, }); FooterPanels.Add(BeatmapOptions = new BeatmapOptionsOverlay()); } } [BackgroundDependencyLoader(true)] private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuColour colours) { if (Footer != null) { Footer.AddButton(@"random", colours.Green, triggerRandom, Key.F2); Footer.AddButton(@"options", colours.Blue, BeatmapOptions, Key.F3); BeatmapOptions.AddButton(@"Delete", @"Beatmap", FontAwesome.fa_trash, colours.Pink, () => delete(Beatmap.Value.BeatmapSetInfo), Key.Number4, float.MaxValue); } if (this.beatmaps == null) this.beatmaps = beatmaps; this.beatmaps.ItemAdded += onBeatmapSetAdded; this.beatmaps.ItemRemoved += onBeatmapSetRemoved; this.beatmaps.BeatmapHidden += onBeatmapHidden; this.beatmaps.BeatmapRestored += onBeatmapRestored; dialogOverlay = dialog; sampleChangeDifficulty = audio.Sample.Get(@"SongSelect/select-difficulty"); sampleChangeBeatmap = audio.Sample.Get(@"SongSelect/select-expand"); Carousel.LoadBeatmapSetsFromManager(this.beatmaps); } public void Edit(BeatmapInfo beatmap) { Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value); Push(new Editor()); } /// /// Call to make a selection and perform the default action for this SongSelect. /// /// An optional beatmap to override the current carousel selection. /// Whether to trigger . public void FinaliseSelection(BeatmapInfo beatmap = null, bool performStartAction = true) { // avoid attempting to continue before a selection has been obtained. // this could happen via a user interaction while the carousel is still in a loading state. if (Carousel.SelectedBeatmap == null) return; // if we have a pending filter operation, we want to run it now. // it could change selection (ie. if the ruleset has been changed). Carousel.FlushPendingFilterOperations(); if (beatmap != null) Carousel.SelectBeatmap(beatmap); if (selectionChangedDebounce?.Completed == false) { selectionChangedDebounce.RunTask(); selectionChangedDebounce.Cancel(); // cancel the already scheduled task. selectionChangedDebounce = null; } if (performStartAction) OnStart(); } /// /// Called when a selection is made. /// /// If a resultant action occurred that takes the user away from SongSelect. protected abstract bool OnStart(); private ScheduledDelegate selectionChangedDebounce; private void workingBeatmapChanged(WorkingBeatmap beatmap) { if (beatmap is DummyWorkingBeatmap) return; if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false)) // If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value) { base.Ruleset.Value = beatmap.BeatmapInfo.Ruleset; Carousel.SelectBeatmap(beatmap.BeatmapInfo); } } // We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds. private BeatmapInfo beatmapNoDebounce; private RulesetInfo rulesetNoDebounce; private void updateSelectedBeatmap(BeatmapInfo beatmap) { if (beatmap?.Equals(beatmapNoDebounce) == true) return; beatmapNoDebounce = beatmap; performUpdateSelected(); } private void updateSelectedRuleset(RulesetInfo ruleset) { if (ruleset?.Equals(rulesetNoDebounce) == true) return; rulesetNoDebounce = ruleset; performUpdateSelected(); } /// /// selection has been changed as the result of a user interaction. /// private void performUpdateSelected() { var beatmap = beatmapNoDebounce; var ruleset = rulesetNoDebounce; void run() { Logger.Log($"updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ID.ToString() ?? "null"}"); bool preview = false; if (ruleset?.Equals(Ruleset.Value) == false) { Logger.Log($"ruleset changed from \"{Ruleset.Value}\" to \"{ruleset}\""); Beatmap.Value.Mods.Value = Enumerable.Empty(); Ruleset.Value = ruleset; // force a filter before attempting to change the beatmap. // we may still be in the wrong ruleset as there is a debounce delay on ruleset changes. Carousel.Filter(null, false); // Filtering only completes after the carousel runs Update. // If we also have a pending beatmap change we should delay it one frame. selectionChangedDebounce = Schedule(run); return; } // We may be arriving here due to another component changing the bindable Beatmap. // In these cases, the other component has already loaded the beatmap, so we don't need to do so again. if (!Equals(beatmap, Beatmap.Value.BeatmapInfo)) { Logger.Log($"beatmap changed from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap}\""); preview = beatmap?.BeatmapSetInfoID != Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID; Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value); if (beatmap != null) { if (beatmap.BeatmapSetInfoID == beatmapNoDebounce?.BeatmapSetInfoID) sampleChangeDifficulty.Play(); else sampleChangeBeatmap.Play(); } } ensurePlayingSelected(preview); UpdateBeatmap(Beatmap.Value); } selectionChangedDebounce?.Cancel(); if (beatmap == null) run(); else selectionChangedDebounce = Scheduler.AddDelayed(run, 200); } private void triggerRandom() { if (GetContainingInputManager().CurrentState.Keyboard.ShiftPressed) Carousel.SelectPreviousRandom(); else Carousel.SelectNextRandom(); } protected override void OnEntering(Screen last) { base.OnEntering(last); Content.FadeInFromZero(250); FilterControl.Activate(); } private const double logo_transition = 250; protected override void LogoArriving(OsuLogo logo, bool resuming) { base.LogoArriving(logo, resuming); logo.RelativePositionAxes = Axes.Both; Vector2 position = new Vector2(0.95f, 0.96f); if (logo.Alpha > 0.8f) { logo.MoveTo(position, 500, Easing.OutQuint); } else { logo.Hide(); logo.ScaleTo(0.2f); logo.MoveTo(position); } logo.FadeIn(logo_transition, Easing.OutQuint); logo.ScaleTo(0.4f, logo_transition, Easing.OutQuint); logo.Action = () => { FinaliseSelection(); return false; }; } protected override void LogoExiting(OsuLogo logo) { base.LogoExiting(logo); logo.ScaleTo(0.2f, logo_transition / 2, Easing.Out); logo.FadeOut(logo_transition / 2, Easing.Out); } protected override void OnResuming(Screen last) { if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending) { UpdateBeatmap(Beatmap.Value); ensurePlayingSelected(); } base.OnResuming(last); Content.FadeIn(250); Content.ScaleTo(1, 250, Easing.OutSine); FilterControl.Activate(); } protected override void OnSuspending(Screen next) { Content.ScaleTo(1.1f, 250, Easing.InSine); Content.FadeOut(250); FilterControl.Deactivate(); base.OnSuspending(next); } protected override bool OnExiting(Screen next) { FinaliseSelection(performStartAction: false); beatmapInfoWedge.State = Visibility.Hidden; Content.FadeOut(100); FilterControl.Deactivate(); return base.OnExiting(next); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); Ruleset.UnbindAll(); if (beatmaps != null) { beatmaps.ItemAdded -= onBeatmapSetAdded; beatmaps.ItemRemoved -= onBeatmapSetRemoved; beatmaps.BeatmapHidden -= onBeatmapHidden; beatmaps.BeatmapRestored -= onBeatmapRestored; } } /// /// Allow components in SongSelect to update their loaded beatmap details. /// This is a debounced call (unlike directly binding to WorkingBeatmap.ValueChanged). /// /// The working beatmap. protected virtual void UpdateBeatmap(WorkingBeatmap beatmap) { Logger.Log($"working beatmap updated to {beatmap}"); if (Background is BackgroundScreenBeatmap backgroundModeBeatmap) { backgroundModeBeatmap.Beatmap = beatmap; backgroundModeBeatmap.BlurTo(background_blur, 750, Easing.OutQuint); backgroundModeBeatmap.FadeTo(1, 250); } beatmapInfoWedge.Beatmap = beatmap; } private void ensurePlayingSelected(bool preview = false) { Track track = Beatmap.Value.Track; if (!track.IsRunning) { // Ensure the track is added to the TrackManager, since it is removed after the player finishes the map. // Using AddItemToList rather than AddItem so that it doesn't attempt to register adjustment dependencies more than once. Game.Audio.Track.AddItemToList(track); if (preview) track.Seek(Beatmap.Value.Metadata.PreviewTime); track.Start(); } } private void onBeatmapSetAdded(BeatmapSetInfo s) => Carousel.UpdateBeatmapSet(s); private void onBeatmapSetRemoved(BeatmapSetInfo s) => Carousel.RemoveBeatmapSet(s); private void onBeatmapRestored(BeatmapInfo b) => Carousel.UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID)); private void onBeatmapHidden(BeatmapInfo b) => Carousel.UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID)); private void carouselBeatmapsLoaded() { if (rulesetNoDebounce == null) { // manual binding to parent ruleset to allow for delayed load in the incoming direction. rulesetNoDebounce = Ruleset.Value = base.Ruleset.Value; base.Ruleset.ValueChanged += updateSelectedRuleset; Ruleset.ValueChanged += r => base.Ruleset.Value = r; Beatmap.BindDisabledChanged(disabled => Carousel.AllowSelection = !disabled, true); Beatmap.BindValueChanged(workingBeatmapChanged); } if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false && Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false)) return; if (Carousel.SelectedBeatmapSet == null && !Carousel.SelectNextRandom()) { // in the case random selection failed, we want to trigger selectionChanged // to show the dummy beatmap (we have nothing else to display). performUpdateSelected(); } } private void delete(BeatmapSetInfo beatmap) { if (beatmap == null) return; dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap)); } public override bool OnPressed(GlobalAction action) { if (!IsCurrentScreen) return false; switch (action) { case GlobalAction.Select: FinaliseSelection(); return true; } return base.OnPressed(action); } protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Repeat) return false; switch (args.Key) { case Key.Delete: if (state.Keyboard.ShiftPressed) { if (!Beatmap.IsDefault) delete(Beatmap.Value.BeatmapSetInfo); return true; } break; } return base.OnKeyDown(state, args); } private class ResetScrollContainer : Container { private readonly Action onHoverAction; public ResetScrollContainer(Action onHoverAction) { this.onHoverAction = onHoverAction; } protected override bool OnHover(InputState state) { onHoverAction?.Invoke(); return base.OnHover(state); } } } }