// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using OpenTK.Graphics; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Track; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Framework.Timing; using osu.Game.Configuration; using osu.Game.Database; using osu.Game.Modes; using osu.Game.Modes.UI; using osu.Game.Screens.Backgrounds; using osu.Game.Screens.Ranking; using System; using System.Linq; using osu.Game.Modes.Scoring; namespace osu.Game.Screens.Play { public class Player : OsuScreen { protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap); internal override bool ShowOverlays => false; internal override bool HasLocalCursorDisplayed => !hasReplayLoaded && !IsPaused; private bool hasReplayLoaded => HitRenderer.InputManager.ReplayInputHandler != null; public BeatmapInfo BeatmapInfo; public bool IsPaused { get; private set; } public int RestartCount; private const double pause_cooldown = 1000; private double lastPauseActionTime; private bool canPause => Time.Current >= lastPauseActionTime + pause_cooldown; private IAdjustableClock sourceClock; private IFrameBasedClock interpolatedSourceClock; private Ruleset ruleset; private ScoreProcessor scoreProcessor; protected HitRenderer HitRenderer; private Bindable dimLevel; private SkipButton skipButton; private HudOverlay hudOverlay; private PauseOverlay pauseOverlay; [BackgroundDependencyLoader] private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config) { var beatmap = Beatmap.Beatmap; if (beatmap.BeatmapInfo?.Mode > PlayMode.Taiko) { //we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor. Exit(); return; } dimLevel = config.GetBindable(OsuConfig.DimLevel); mouseWheelDisabled = config.GetBindable(OsuConfig.MouseDisableWheel); try { if (Beatmap == null) Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true); if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0) throw new Exception("No valid objects were found!"); if (Beatmap == null) throw new Exception("Beatmap was not loaded"); } catch (Exception e) { Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error); //couldn't load, hard abort! Exit(); return; } Track track = Beatmap.Track; if (track != null) { audio.Track.SetExclusive(track); sourceClock = track; } sourceClock = (IAdjustableClock)track ?? new StopwatchClock(); interpolatedSourceClock = new InterpolatingFramedClock(sourceClock); Schedule(() => { sourceClock.Reset(); }); ruleset = Ruleset.GetRuleset(Beatmap.PlayMode); HitRenderer = ruleset.CreateHitRendererWith(Beatmap); scoreProcessor = HitRenderer.CreateScoreProcessor(); hudOverlay = new StandardHudOverlay(); hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys()); hudOverlay.BindProcessor(scoreProcessor); pauseOverlay = new PauseOverlay { Depth = -1, OnResume = delegate { Delay(400); Schedule(Resume); }, OnRetry = Restart, OnQuit = Exit }; hudOverlay.BindHitRenderer(HitRenderer); //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation) HitRenderer.OnAllJudged += onCompletion; //bind ScoreProcessor to ourselves (for a fail situation) scoreProcessor.Failed += onFail; Children = new Drawable[] { new Container { RelativeSizeAxes = Axes.Both, Clock = interpolatedSourceClock, Children = new Drawable[] { HitRenderer, skipButton = new SkipButton { Alpha = 0 }, } }, hudOverlay, pauseOverlay }; } private void initializeSkipButton() { const double skip_required_cutoff = 3000; const double fade_time = 300; double firstHitObject = Beatmap.Beatmap.HitObjects.First().StartTime; if (firstHitObject < skip_required_cutoff) { skipButton.Alpha = 0; skipButton.Expire(); return; } skipButton.FadeInFromZero(fade_time); skipButton.Action = () => { sourceClock.Seek(firstHitObject - skip_required_cutoff - fade_time); skipButton.Action = null; }; skipButton.Delay(firstHitObject - skip_required_cutoff - fade_time); skipButton.FadeOut(fade_time); skipButton.Expire(); } public void Pause(bool force = false) { if (canPause || force) { lastPauseActionTime = Time.Current; hudOverlay.KeyCounter.IsCounting = false; pauseOverlay.Retries = RestartCount; pauseOverlay.Show(); sourceClock.Stop(); IsPaused = true; } else { IsPaused = false; } } public void Resume() { lastPauseActionTime = Time.Current; hudOverlay.KeyCounter.IsCounting = true; pauseOverlay.Hide(); sourceClock.Start(); IsPaused = false; } public void TogglePaused() { IsPaused = !IsPaused; if (IsPaused) Pause(); else Resume(); } public void Restart() { sourceClock.Stop(); // If the clock is running and Restart is called the game will lag until relaunch var newPlayer = new Player(); LoadComponentAsync(newPlayer, delegate { newPlayer.RestartCount = RestartCount + 1; ValidForResume = false; if (!Push(newPlayer)) { // Error(?) } }); } private void onCompletion() { // Only show the completion screen if the player hasn't failed if (scoreProcessor.HasFailed) return; Delay(1000); Schedule(delegate { ValidForResume = false; Push(new Results { Score = scoreProcessor.CreateScore() }); }); } private void onFail() { Content.FadeColour(Color4.Red, 500); sourceClock.Stop(); Delay(500); Schedule(delegate { ValidForResume = false; Push(new FailDialog()); }); } protected override void OnEntering(Screen last) { base.OnEntering(last); (Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, EasingTypes.OutQuint); Background?.FadeTo((100f - dimLevel) / 100, 1500, EasingTypes.OutQuint); Content.Alpha = 0; dimLevel.ValueChanged += dimChanged; Content.ScaleTo(0.7f); Content.Delay(250); Content.FadeIn(250); Content.ScaleTo(1, 750, EasingTypes.OutQuint); Delay(750); Schedule(() => { sourceClock.Start(); initializeSkipButton(); }); } protected override void OnSuspending(Screen next) { Content.FadeOut(350); Content.ScaleTo(0.7f, 750, EasingTypes.InQuint); base.OnSuspending(next); } protected override bool OnExiting(Screen next) { if (pauseOverlay == null) return false; if (hasReplayLoaded) return false; if (pauseOverlay.State != Visibility.Visible && !canPause) return true; if (!IsPaused && sourceClock.IsRunning) // For if the user presses escape quickly when entering the map { Pause(); return true; } else { FadeOut(250); Content.ScaleTo(0.7f, 750, EasingTypes.InQuint); dimLevel.ValueChanged -= dimChanged; Background?.FadeTo(1f, 200); return base.OnExiting(next); } } private void dimChanged(object sender, EventArgs e) { Background?.FadeTo((100f - dimLevel) / 100, 800); } private Bindable mouseWheelDisabled; protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused; } }