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osu-lazer/osu.Game/Screens/Menu/MainMenu.cs
2022-01-15 01:06:39 +01:00

302 lines
9.8 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.
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
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.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
{
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;
private 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 DialogOverlay dialogOverlay { get; set; }
private BackgroundScreenDefault background;
protected override BackgroundScreen CreateBackground() => background;
private Bindable<float> 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<float>(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();
LoadComponentAsync(background = new BackgroundScreenDefault());
preloadSongSelect();
}
[Resolved(canBeNull: true)]
private OsuGame game { get; set; }
private void confirmAndExit()
{
if (exitConfirmed) return;
exitConfirmed = true;
game?.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(IScreen last)
{
base.OnEntering(last);
buttons.FadeInFromZero(500);
if (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(IScreen next)
{
base.OnSuspending(next);
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(IScreen last)
{
base.OnResuming(last);
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(IScreen next)
{
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(next);
}
public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset)
{
Beatmap.Value = beatmap;
Ruleset.Value = ruleset;
Schedule(loadSoloSongSelect);
}
}
}