// 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 System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Cursor; using osu.Framework.Input; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Framework.Threading; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Graphics.Cursor; using osu.Game.Online.API; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Screens.Backgrounds; using osu.Game.Screens.Play.BreaksOverlay; using osu.Game.Screens.Ranking; using osu.Game.Storyboards.Drawables; using OpenTK; namespace osu.Game.Screens.Play { public class Player : OsuScreen, IProvideCursor { protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap); protected override float BackgroundParallaxAmount => 0.1f; public override bool ShowOverlaysOnEnter => false; public Action RestartRequested; public override bool AllowBeatmapRulesetChange => false; public bool HasFailed { get; private set; } public bool AllowPause { get; set; } = true; public bool AllowLeadIn { get; set; } = true; public bool AllowResults { get; set; } = true; public int RestartCount; public CursorContainer Cursor => RulesetContainer.Cursor; public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded.Value; private IAdjustableClock sourceClock; /// /// The decoupled clock used for gameplay. Should be used for seeks and clock control. /// private DecoupleableInterpolatingFramedClock adjustableClock; private PauseContainer pauseContainer; private RulesetInfo ruleset; private APIAccess api; private ScoreProcessor scoreProcessor; protected RulesetContainer RulesetContainer; #region User Settings private Bindable dimLevel; private Bindable blurLevel; private Bindable showStoryboard; private Bindable mouseWheelDisabled; private Bindable userAudioOffset; private SampleChannel sampleRestart; #endregion private Container storyboardContainer; private DrawableStoryboard storyboard; private HUDOverlay hudOverlay; private FailOverlay failOverlay; private bool loadedSuccessfully => RulesetContainer?.Objects.Any() == true; [BackgroundDependencyLoader] private void load(AudioManager audio, OsuConfigManager config, APIAccess api) { this.api = api; dimLevel = config.GetBindable(OsuSetting.DimLevel); blurLevel = config.GetBindable(OsuSetting.BlurLevel); showStoryboard = config.GetBindable(OsuSetting.ShowStoryboard); mouseWheelDisabled = config.GetBindable(OsuSetting.MouseDisableWheel); sampleRestart = audio.Sample.Get(@"Gameplay/restart"); WorkingBeatmap working = Beatmap.Value; Beatmap beatmap; try { beatmap = working.Beatmap; if (beatmap == null) throw new InvalidOperationException("Beatmap was not loaded"); ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset; var rulesetInstance = ruleset.CreateInstance(); try { RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working, ruleset.ID == beatmap.BeatmapInfo.Ruleset.ID); } catch (BeatmapInvalidForRulesetException) { // we may fail to create a RulesetContainer if the beatmap cannot be loaded with the user's preferred ruleset // let's try again forcing the beatmap's ruleset. ruleset = beatmap.BeatmapInfo.Ruleset; rulesetInstance = ruleset.CreateInstance(); RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap, true); } if (!RulesetContainer.Objects.Any()) throw new InvalidOperationException("Beatmap contains no hit objects!"); } catch (Exception e) { Logger.Error(e, "Could not load beatmap sucessfully!"); //couldn't load, hard abort! Exit(); return; } sourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock(); adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false }; var firstObjectTime = RulesetContainer.Objects.First().StartTime; adjustableClock.Seek(AllowLeadIn ? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn)) : firstObjectTime); adjustableClock.ProcessFrame(); // the final usable gameplay clock with user-set offsets applied. var offsetClock = new FramedOffsetClock(adjustableClock); userAudioOffset = config.GetBindable(OsuSetting.AudioOffset); userAudioOffset.ValueChanged += v => offsetClock.Offset = v; userAudioOffset.TriggerChange(); scoreProcessor = RulesetContainer.CreateScoreProcessor(); Children = new Drawable[] { pauseContainer = new PauseContainer(offsetClock, adjustableClock) { OnRetry = Restart, OnQuit = Exit, CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded, OnPause = () => { pauseContainer.Retries = RestartCount; hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused; }, OnResume = () => hudOverlay.KeyCounter.IsCounting = true, Children = new Drawable[] { storyboardContainer = new Container { RelativeSizeAxes = Axes.Both, Alpha = 0, }, RulesetContainer, new SkipButton(firstObjectTime) { Clock = Clock, // skip button doesn't want to use the audio clock directly ProcessCustomClock = false, AdjustableClock = adjustableClock, FramedClock = offsetClock, }, hudOverlay = new HUDOverlay(scoreProcessor, RulesetContainer, working, offsetClock, adjustableClock) { Clock = Clock, // hud overlay doesn't want to use the audio clock directly ProcessCustomClock = false, Anchor = Anchor.Centre, Origin = Anchor.Centre }, new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, scoreProcessor) { Anchor = Anchor.Centre, Origin = Anchor.Centre, ProcessCustomClock = false, Breaks = beatmap.Breaks } } }, failOverlay = new FailOverlay { OnRetry = Restart, OnQuit = Exit, }, new HotkeyRetryOverlay { Action = () => { if (!IsCurrentScreen) return; //we want to hide the hitrenderer immediately (looks better). //we may be able to remove this once the mouse cursor trail is improved. RulesetContainer?.Hide(); Restart(); }, } }; if (showStoryboard) initializeStoryboard(false); // Bind ScoreProcessor to ourselves scoreProcessor.AllJudged += onCompletion; scoreProcessor.Failed += onFail; foreach (var mod in Beatmap.Value.Mods.Value.OfType()) mod.ApplyToScoreProcessor(scoreProcessor); } private void applyRateFromMods() { if (sourceClock == null) return; sourceClock.Rate = 1; foreach (var mod in Beatmap.Value.Mods.Value.OfType()) mod.ApplyToClock(sourceClock); } private void initializeStoryboard(bool asyncLoad) { var beatmap = Beatmap.Value; storyboard = beatmap.Storyboard.CreateDrawable(Beatmap.Value); storyboard.Masking = true; if (asyncLoad) LoadComponentAsync(storyboard, storyboardContainer.Add); else storyboardContainer.Add(storyboard); } public void Restart() { sampleRestart?.Play(); ValidForResume = false; RestartRequested?.Invoke(); Exit(); } private ScheduledDelegate onCompletionEvent; private void onCompletion() { // Only show the completion screen if the player hasn't failed if (scoreProcessor.HasFailed || onCompletionEvent != null) return; ValidForResume = false; if (!AllowResults) return; using (BeginDelayedSequence(1000)) { onCompletionEvent = Schedule(delegate { if (!IsCurrentScreen) return; var score = new Score { Beatmap = Beatmap.Value.BeatmapInfo, Ruleset = ruleset }; scoreProcessor.PopulateScore(score); score.User = RulesetContainer.Replay?.User ?? api.LocalUser.Value; Push(new Results(score)); }); } } private bool onFail() { if (Beatmap.Value.Mods.Value.OfType().Any(m => !m.AllowFail)) return false; adjustableClock.Stop(); HasFailed = true; failOverlay.Retries = RestartCount; failOverlay.Show(); return true; } protected override void OnEntering(Screen last) { base.OnEntering(last); if (!loadedSuccessfully) return; dimLevel.ValueChanged += _ => updateBackgroundElements(); blurLevel.ValueChanged += _ => updateBackgroundElements(); showStoryboard.ValueChanged += _ => updateBackgroundElements(); updateBackgroundElements(); Content.Alpha = 0; Content .ScaleTo(0.7f) .ScaleTo(1, 750, Easing.OutQuint) .Delay(250) .FadeIn(250); Task.Run(() => { sourceClock.Reset(); Schedule(() => { adjustableClock.ChangeSource(sourceClock); applyRateFromMods(); this.Delay(750).Schedule(() => { if (!pauseContainer.IsPaused) { adjustableClock.Start(); } }); }); }); pauseContainer.Alpha = 0; pauseContainer.FadeIn(750, Easing.OutQuint); } protected override void OnSuspending(Screen next) { fadeOut(); base.OnSuspending(next); } protected override bool OnExiting(Screen next) { if ((!AllowPause || HasFailed || !ValidForResume || pauseContainer?.IsPaused != false || RulesetContainer?.HasReplayLoaded != false) && (!pauseContainer?.IsResuming ?? true)) { // In the case of replays, we may have changed the playback rate. applyRateFromMods(); fadeOut(); return base.OnExiting(next); } if (loadedSuccessfully) pauseContainer?.Pause(); return true; } private void updateBackgroundElements() { if (!IsCurrentScreen) return; const float duration = 800; var opacity = 1 - (float)dimLevel; if (showStoryboard && storyboard == null) initializeStoryboard(true); var beatmap = Beatmap.Value; var storyboardVisible = showStoryboard && beatmap.Storyboard.HasDrawable; storyboardContainer .FadeColour(OsuColour.Gray(opacity), duration, Easing.OutQuint) .FadeTo(storyboardVisible && opacity > 0 ? 1 : 0, duration, Easing.OutQuint); (Background as BackgroundScreenBeatmap)?.BlurTo(new Vector2((float)blurLevel.Value * 25), duration, Easing.OutQuint); Background?.FadeTo(beatmap.Background != null && (!storyboardVisible || !beatmap.Storyboard.ReplacesBackground) ? opacity : 0, duration, Easing.OutQuint); } private void fadeOut() { const float fade_out_duration = 250; RulesetContainer?.FadeOut(fade_out_duration); Content.FadeOut(fade_out_duration); hudOverlay?.ScaleTo(0.7f, fade_out_duration * 3, Easing.In); Background?.FadeTo(1f, fade_out_duration); } protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !pauseContainer.IsPaused; } }