//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.Game.Beatmaps; using osu.Game.Database; using osu.Game.Modes; using osu.Game.Screens.Backgrounds; 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.Game.Graphics; using osu.Framework.Input; using OpenTK.Input; using osu.Game.Graphics; using System.Collections.Generic; using osu.Framework.Threading; 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; private List beatmapGroups; private Footer footer; class WedgeBackground : Container { public WedgeBackground() { Children = new[] { new Box { RelativeSizeAxes = Axes.Both, Size = new Vector2(1, 0.5f), Colour = Color4.Black.Opacity(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 = Color4.Black.Opacity(0.5f), Shear = new Vector2(-0.15f, 0), EdgeSmoothness = new Vector2(2, 0), }, }; } } Player player; FilterControl filter; 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, OsuColour colours) { const float carouselWidth = 640; const float bottomToolHeight = 50; beatmapGroups = new List(); 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, }, filter = new FilterControl { Position = wedged_container_start_position, RelativeSizeAxes = Axes.X, FilterChanged = filterChanged, }, beatmapInfoWedge = new BeatmapInfoWedge { Alpha = 0, Position = wedged_container_start_position, Size = wedged_container_size, RelativeSizeAxes = Axes.X, Margin = new MarginPadding { Top = 20, Right = 20, }, }, footer = new Footer() { OnBack = Exit, OnStart = start, } }; footer.AddButton(@"mods", colours.Yellow, null); footer.AddButton(@"random", colours.Green, carousel.SelectRandom); footer.AddButton(@"options", colours.Blue, null); 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 ScheduledDelegate filterTask; private void filterChanged() { if (filterTask != null) filterTask.Cancel(); filterTask = Scheduler.AddDelayed(() => { filterTask = null; var search = filter.Search; BeatmapGroup newSelection = null; bool changed = false; foreach (var beatmapGroup in carousel) { var set = beatmapGroup.BeatmapSet; if (set == null) continue; bool match = string.IsNullOrEmpty(search) || (set.Metadata.Artist ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1 || (set.Metadata.ArtistUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1 || (set.Metadata.Title ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1 || (set.Metadata.TitleUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1; if (match) { changed = changed && !beatmapGroup.Hidden; beatmapGroup.Hidden = false; beatmapGroup.Header.Alpha = 1; if (newSelection == null || beatmapGroup.BeatmapSet.OnlineBeatmapSetID == Beatmap.BeatmapSetInfo.OnlineBeatmapSetID) newSelection = beatmapGroup; } else { changed = changed && beatmapGroup.Hidden; beatmapGroup.Hidden = true; beatmapGroup.Header.Alpha = 0; beatmapGroup.Header.Masking = false; beatmapGroup.State = BeatmapGroupState.Collapsed; } } if (newSelection != null) selectBeatmap(newSelection.BeatmapSet.Beatmaps[0]); if (changed || true) carousel.InvalidateVisible(); }, 250); } private void onDatabaseOnBeatmapSetAdded(BeatmapSetInfo s) { Schedule(() => addBeatmapSet(s, Game, true)); } protected override void OnEntering(GameMode last) { base.OnEntering(last); ensurePlayingSelected(); changeBackground(Beatmap); Content.FadeInFromZero(250); beatmapInfoWedge.MoveToX(wedged_container_start_position.X - 50); beatmapInfoWedge.MoveToX(wedged_container_start_position.X, 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.BeatmapSetInfoID == Beatmap?.BeatmapInfo.BeatmapSetInfoID) sampleChangeDifficulty.Play(); else { sampleChangeBeatmap.Play(); beatmapSetChange = true; } Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap); } ensurePlayingSelected(beatmapSetChange); } private void ensurePlayingSelected(bool preview = false) { AudioTrack track = Beatmap?.Track; if (track != null) { trackManager.SetExclusive(track); if (preview) track.Seek(Beatmap.Beatmap.Metadata.PreviewTime); track.Start(); } } private void addBeatmapSet(BeatmapSetInfo beatmapSet, BaseGame game, bool select = false) { beatmapSet = database.GetWithChildren(beatmapSet.ID); beatmapSet.Beatmaps.ForEach(b => { database.GetChildren(b); if (b.Metadata == null) b.Metadata = beatmapSet.Metadata; }); beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.StarDifficulty).ToList(); var beatmap = new WorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault(), beatmapSet, database); var group = new BeatmapGroup(beatmap, beatmapSet) { SelectionChanged = selectionChanged, StartRequested = b => start() }; //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 { beatmapGroups.Add(group); carousel.AddGroup(group); if (Beatmap == null || select) 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); } } }