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91 lines
3.7 KiB
C#
91 lines
3.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Framework;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Scoring;
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namespace osu.Game.Configuration
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{
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/// <summary>
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/// Stores global per-session statics. These will not be stored after exiting the game.
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/// </summary>
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public class SessionStatics : InMemoryConfigManager<Static>
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{
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protected override void InitialiseDefaults()
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{
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SetDefault(Static.LoginOverlayDisplayed, false);
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SetDefault(Static.MutedAudioNotificationShownOnce, false);
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SetDefault(Static.LowBatteryNotificationShownOnce, false);
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SetDefault(Static.FeaturedArtistDisclaimerShownOnce, false);
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SetDefault(Static.LastHoverSoundPlaybackTime, (double?)null);
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SetDefault(Static.LastModSelectPanelSamplePlaybackTime, (double?)null);
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SetDefault<APISeasonalBackgrounds>(Static.SeasonalBackgrounds, null);
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SetDefault(Static.TouchInputActive, RuntimeInfo.IsMobile);
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SetDefault<ScoreInfo>(Static.LastLocalUserScore, null);
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}
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/// <summary>
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/// Revert statics to their defaults after being idle for appropriate amount of time.
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/// </summary>
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/// <remarks>
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/// This only affects a subset of statics which the user would expect to have reset after a break.
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/// </remarks>
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public void ResetAfterInactivity()
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{
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GetBindable<bool>(Static.LoginOverlayDisplayed).SetDefault();
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GetBindable<bool>(Static.MutedAudioNotificationShownOnce).SetDefault();
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GetBindable<bool>(Static.LowBatteryNotificationShownOnce).SetDefault();
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}
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}
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public enum Static
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{
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LoginOverlayDisplayed,
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MutedAudioNotificationShownOnce,
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LowBatteryNotificationShownOnce,
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FeaturedArtistDisclaimerShownOnce,
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/// <summary>
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/// Info about seasonal backgrounds available fetched from API - see <see cref="APISeasonalBackgrounds"/>.
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/// Value under this lookup can be <c>null</c> if there are no backgrounds available (or API is not reachable).
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/// </summary>
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SeasonalBackgrounds,
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/// <summary>
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/// The last playback time in milliseconds of a hover sample (from <see cref="HoverSounds"/>).
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/// Used to debounce hover sounds game-wide to avoid volume saturation, especially in scrolling views with many UI controls like <see cref="SettingsOverlay"/>.
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/// </summary>
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LastHoverSoundPlaybackTime,
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/// <summary>
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/// The last playback time in milliseconds of an on/off sample (from <see cref="ModSelectPanel"/>).
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/// Used to debounce <see cref="ModSelectPanel"/> on/off sounds game-wide to avoid volume saturation, especially in activating mod presets with many mods.
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/// </summary>
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LastModSelectPanelSamplePlaybackTime,
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/// <summary>
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/// Whether the last positional input received was a touch input.
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/// Used in touchscreen detection scenarios (<see cref="TouchInputInterceptor"/>).
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/// </summary>
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TouchInputActive,
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/// <summary>
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/// Stores the local user's last score (can be completed or aborted).
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/// </summary>
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LastLocalUserScore,
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/// <summary>
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/// Whether the intro animation for the daily challenge screen has been played once.
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/// This is reset when a new challenge is up.
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/// </summary>
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DailyChallengeIntroPlayed,
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}
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}
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