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osu-lazer/osu.Game/Screens/Menu/MainMenu.cs
Dean Herbert 216150b52d Avoid always loading new background at MainMenu
This was meant to be an optimisation to allow the background to load
while the intro is playing, but as the current default intro loads a
background itself, this was rarely the case and also counter-productive
as it would bypass the equality check and start a second load sequence.
2022-07-08 02:12:01 +09:00

333 lines
11 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
using osu.Game.IO;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Edit;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Screens.Select;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Menu
{
public class MainMenu : OsuScreen, IHandlePresentBeatmap, IKeyBindingHandler<GlobalAction>
{
public const float FADE_IN_DURATION = 300;
public const float FADE_OUT_DURATION = 400;
public override bool HideOverlaysOnEnter => Buttons == null || Buttons.State == ButtonSystemState.Initial;
public override bool AllowBackButton => false;
public override bool AllowExternalScreenChange => true;
private Screen songSelect;
private MenuSideFlashes sideFlashes;
protected ButtonSystem Buttons;
[Resolved]
private GameHost host { get; set; }
[Resolved]
private MusicController musicController { get; set; }
[Resolved(canBeNull: true)]
private LoginOverlay login { get; set; }
[Resolved]
private IAPIProvider api { get; set; }
[Resolved(canBeNull: true)]
private IDialogOverlay dialogOverlay { get; set; }
protected override BackgroundScreen CreateBackground() => new BackgroundScreenDefault();
protected override bool PlayExitSound => false;
private Bindable<double> holdDelay;
private Bindable<bool> loginDisplayed;
private ExitConfirmOverlay exitConfirmOverlay;
private ParallaxContainer buttonsContainer;
private SongTicker songTicker;
[BackgroundDependencyLoader(true)]
private void load(BeatmapListingOverlay beatmapListing, SettingsOverlay settings, OsuConfigManager config, SessionStatics statics)
{
holdDelay = config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
loginDisplayed = statics.GetBindable<bool>(Static.LoginOverlayDisplayed);
if (host.CanExit)
{
AddInternal(exitConfirmOverlay = new ExitConfirmOverlay
{
Action = () =>
{
if (holdDelay.Value > 0)
confirmAndExit();
else
this.Exit();
}
});
}
AddRangeInternal(new[]
{
buttonsContainer = new ParallaxContainer
{
ParallaxAmount = 0.01f,
Children = new Drawable[]
{
Buttons = new ButtonSystem
{
OnEdit = delegate
{
Beatmap.SetDefault();
this.Push(new EditorLoader());
},
OnSolo = loadSoloSongSelect,
OnMultiplayer = () => this.Push(new Multiplayer()),
OnPlaylists = () => this.Push(new Playlists()),
OnExit = confirmAndExit,
}
}
},
sideFlashes = new MenuSideFlashes(),
songTicker = new SongTicker
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Margin = new MarginPadding { Right = 15, Top = 5 }
},
exitConfirmOverlay?.CreateProxy() ?? Empty()
});
Buttons.StateChanged += state =>
{
switch (state)
{
case ButtonSystemState.Initial:
case ButtonSystemState.Exit:
ApplyToBackground(b => b.FadeColour(Color4.White, 500, Easing.OutSine));
break;
default:
ApplyToBackground(b => b.FadeColour(OsuColour.Gray(0.8f), 500, Easing.OutSine));
break;
}
};
Buttons.OnSettings = () => settings?.ToggleVisibility();
Buttons.OnBeatmapListing = () => beatmapListing?.ToggleVisibility();
preloadSongSelect();
}
[Resolved(canBeNull: true)]
private IPerformFromScreenRunner performer { get; set; }
public void ReturnToOsuLogo() => Buttons.State = ButtonSystemState.Initial;
private void confirmAndExit()
{
if (exitConfirmed) return;
exitConfirmed = true;
performer?.PerformFromScreen(menu => menu.Exit());
}
private void preloadSongSelect()
{
if (songSelect == null)
LoadComponentAsync(songSelect = new PlaySongSelect());
}
private void loadSoloSongSelect() => this.Push(consumeSongSelect());
private Screen consumeSongSelect()
{
var s = songSelect;
songSelect = null;
return s;
}
[Resolved]
private Storage storage { get; set; }
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
Buttons.FadeInFromZero(500);
if (e.Last is IntroScreen && musicController.TrackLoaded)
{
var track = musicController.CurrentTrack;
// presume the track is the current beatmap's track. not sure how correct this assumption is but it has worked until now.
if (!track.IsRunning)
{
Beatmap.Value.PrepareTrackForPreviewLooping();
track.Restart();
}
}
if (storage is OsuStorage osuStorage && osuStorage.Error != OsuStorageError.None)
dialogOverlay?.Push(new StorageErrorDialog(osuStorage, osuStorage.Error));
}
private bool exitConfirmed;
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
Buttons.SetOsuLogo(logo);
logo.FadeColour(Color4.White, 100, Easing.OutQuint);
logo.FadeIn(100, Easing.OutQuint);
if (resuming)
{
Buttons.State = ButtonSystemState.TopLevel;
this.FadeIn(FADE_IN_DURATION, Easing.OutQuint);
buttonsContainer.MoveTo(new Vector2(0, 0), FADE_IN_DURATION, Easing.OutQuint);
sideFlashes.Delay(FADE_IN_DURATION).FadeIn(64, Easing.InQuint);
}
else if (!api.IsLoggedIn)
{
// copy out old action to avoid accidentally capturing logo.Action in closure, causing a self-reference loop.
var previousAction = logo.Action;
// we want to hook into logo.Action to display the login overlay, but also preserve the return value of the old action.
// therefore pass the old action to displayLogin, so that it can return that value.
// this ensures that the OsuLogo sample does not play when it is not desired.
logo.Action = () => displayLogin(previousAction);
}
bool displayLogin(Func<bool> originalAction)
{
if (!loginDisplayed.Value)
{
Scheduler.AddDelayed(() => login?.Show(), 500);
loginDisplayed.Value = true;
}
return originalAction.Invoke();
}
}
protected override void LogoSuspending(OsuLogo logo)
{
var seq = logo.FadeOut(300, Easing.InSine)
.ScaleTo(0.2f, 300, Easing.InSine);
seq.OnComplete(_ => Buttons.SetOsuLogo(null));
seq.OnAbort(_ => Buttons.SetOsuLogo(null));
}
public override void OnSuspending(ScreenTransitionEvent e)
{
base.OnSuspending(e);
Buttons.State = ButtonSystemState.EnteringMode;
this.FadeOut(FADE_OUT_DURATION, Easing.InSine);
buttonsContainer.MoveTo(new Vector2(-800, 0), FADE_OUT_DURATION, Easing.InSine);
sideFlashes.FadeOut(64, Easing.OutQuint);
}
public override void OnResuming(ScreenTransitionEvent e)
{
base.OnResuming(e);
ApplyToBackground(b => (b as BackgroundScreenDefault)?.Next());
// we may have consumed our preloaded instance, so let's make another.
preloadSongSelect();
musicController.EnsurePlayingSomething();
}
public override bool OnExiting(ScreenExitEvent e)
{
if (!exitConfirmed && dialogOverlay != null)
{
if (dialogOverlay.CurrentDialog is ConfirmExitDialog exitDialog)
exitDialog.PerformOkAction();
else
dialogOverlay.Push(new ConfirmExitDialog(confirmAndExit, () => exitConfirmOverlay.Abort()));
return true;
}
Buttons.State = ButtonSystemState.Exit;
OverlayActivationMode.Value = OverlayActivation.Disabled;
songTicker.Hide();
this.FadeOut(3000);
return base.OnExiting(e);
}
public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset)
{
Logger.Log($"{nameof(MainMenu)} completing {nameof(PresentBeatmap)} with beatmap {beatmap} ruleset {ruleset}");
Beatmap.Value = beatmap;
Ruleset.Value = ruleset;
Schedule(loadSoloSongSelect);
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
switch (e.Action)
{
case GlobalAction.Back:
// In the case of a host being able to exit, the back action is handled by ExitConfirmOverlay.
Debug.Assert(!host.CanExit);
return host.SuspendToBackground();
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
}
}