// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Utils; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.IO.Archives; using osu.Game.Overlays; using osu.Game.Screens.Backgrounds; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Menu { public abstract class IntroScreen : StartupScreen { /// /// Whether we have loaded the menu previously. /// public bool DidLoadMenu { get; private set; } /// /// A hash used to find the associated beatmap if already imported. /// protected abstract string BeatmapHash { get; } /// /// A source file to use as an import source if the intro beatmap is not yet present. /// Should be within the "Tracks" namespace of game resources. /// protected abstract string BeatmapFile { get; } protected IBindable MenuVoice { get; private set; } protected IBindable MenuMusic { get; private set; } private WorkingBeatmap initialBeatmap; protected ITrack Track { get; private set; } private const int exit_delay = 3000; private Sample seeya; protected virtual string SeeyaSampleName => "Intro/seeya"; private LeasedBindable beatmap; private MainMenu mainMenu; [Resolved] private AudioManager audio { get; set; } [Resolved] private MusicController musicController { get; set; } /// /// Whether the is provided by osu! resources, rather than a user beatmap. /// Only valid during or after . /// protected bool UsingThemedIntro { get; private set; } [BackgroundDependencyLoader] private void load(OsuConfigManager config, SkinManager skinManager, BeatmapManager beatmaps, Framework.Game game) { // prevent user from changing beatmap while the intro is still runnning. beatmap = Beatmap.BeginLease(false); MenuVoice = config.GetBindable(OsuSetting.MenuVoice); MenuMusic = config.GetBindable(OsuSetting.MenuMusic); seeya = audio.Samples.Get(SeeyaSampleName); BeatmapSetInfo setInfo = null; // if the user has requested not to play theme music, we should attempt to find a random beatmap from their collection. if (!MenuMusic.Value) { var sets = beatmaps.GetAllUsableBeatmapSets(IncludedDetails.Minimal); if (sets.Count > 0) { setInfo = beatmaps.QueryBeatmapSet(s => s.ID == sets[RNG.Next(0, sets.Count - 1)].ID); initialBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]); } } // we generally want a song to be playing on startup, so use the intro music even if a user has specified not to if no other track is available. if (setInfo == null) { if (!loadThemedIntro()) { // if we detect that the theme track or beatmap is unavailable this is either first startup or things are in a bad state. // this could happen if a user has nuked their files store. for now, reimport to repair this. var import = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).Result; import.Protected = true; beatmaps.Update(import); loadThemedIntro(); } } bool loadThemedIntro() { setInfo = beatmaps.QueryBeatmapSet(b => b.Hash == BeatmapHash); if (setInfo != null) { initialBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]); } return UsingThemedIntro; } } public override void OnResuming(IScreen last) { this.FadeIn(300); double fadeOutTime = exit_delay; var track = musicController.CurrentTrack; // ensure the track doesn't change or loop as we are exiting. track.Looping = false; Beatmap.Disabled = true; // we also handle the exit transition. if (MenuVoice.Value) { seeya.Play(); // if playing the outro voice, we have more time to have fun with the background track. // initially fade to almost silent then ramp out over the remaining time. const double initial_fade = 200; track .VolumeTo(0.03f, initial_fade).Then() .VolumeTo(0, fadeOutTime - initial_fade, Easing.In); } else { fadeOutTime = 500; // if outro voice is turned off, just do a simple fade out. track.VolumeTo(0, fadeOutTime, Easing.Out); } //don't want to fade out completely else we will stop running updates. Game.FadeTo(0.01f, fadeOutTime).OnComplete(_ => this.Exit()); base.OnResuming(last); } public override void OnSuspending(IScreen next) { base.OnSuspending(next); initialBeatmap = null; } protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack(); protected void StartTrack() { // Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Menu. if (UsingThemedIntro) Track.Restart(); } protected override void LogoArriving(OsuLogo logo, bool resuming) { base.LogoArriving(logo, resuming); logo.Colour = Color4.White; logo.Triangles = false; logo.Ripple = false; if (!resuming) { beatmap.Value = initialBeatmap; Track = initialBeatmap.Track; UsingThemedIntro = !initialBeatmap.Track.IsDummyDevice; // ensure the track starts at maximum volume musicController.CurrentTrack.FinishTransforms(); logo.MoveTo(new Vector2(0.5f)); logo.ScaleTo(Vector2.One); logo.Hide(); } else { const int quick_appear = 350; var initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0; logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint); logo .ScaleTo(1, initialMovementTime, Easing.OutQuint) .FadeIn(quick_appear, Easing.OutQuint) .Then() .RotateTo(20, exit_delay * 1.5f) .FadeOut(exit_delay); } } protected void PrepareMenuLoad() => LoadComponentAsync(mainMenu = new MainMenu()); protected void LoadMenu() { beatmap.Return(); DidLoadMenu = true; this.Push(mainMenu); } } }