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0815b01b75
Fix selecting preset containing Difficulty Adjust automatically opening customisation panel
937 lines
35 KiB
C#
937 lines
35 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.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Select.Options;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Game.Collections;
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using osu.Game.Graphics.UserInterface;
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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Select
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{
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public abstract class SongSelect : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>
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{
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public static readonly float WEDGE_HEIGHT = 245;
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protected const float BACKGROUND_BLUR = 20;
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private const float left_area_padding = 20;
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public FilterControl FilterControl { get; private set; }
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/// <summary>
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/// Whether this song select instance should take control of the global track,
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/// applying looping and preview offsets.
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/// </summary>
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protected virtual bool ControlGlobalMusic => true;
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protected virtual bool ShowFooter => true;
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public override bool? AllowTrackAdjustments => true;
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/// <summary>
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/// Can be null if <see cref="ShowFooter"/> is false.
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/// </summary>
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protected BeatmapOptionsOverlay BeatmapOptions { get; private set; }
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/// <summary>
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/// Can be null if <see cref="ShowFooter"/> is false.
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/// </summary>
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protected Footer Footer { get; private set; }
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/// <summary>
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/// Contains any panel which is triggered by a footer button.
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/// Helps keep them located beneath the footer itself.
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/// </summary>
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protected Container FooterPanels { get; private set; }
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/// <summary>
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/// Whether entering editor mode should be allowed.
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/// </summary>
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public virtual bool AllowEditing => true;
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public bool BeatmapSetsLoaded => IsLoaded && Carousel?.BeatmapSetsLoaded == true;
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[Resolved]
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private Bindable<IReadOnlyList<Mod>> selectedMods { get; set; }
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protected BeatmapCarousel Carousel { get; private set; }
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protected Container LeftArea { get; private set; }
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private BeatmapInfoWedge beatmapInfoWedge;
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[Resolved(canBeNull: true)]
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private IDialogOverlay dialogOverlay { get; set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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protected ModSelectOverlay ModSelect { get; private set; }
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protected Sample SampleConfirm { get; private set; }
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private Sample sampleChangeDifficulty;
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private Sample sampleChangeBeatmap;
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private Container carouselContainer;
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protected BeatmapDetailArea BeatmapDetails { get; private set; }
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private readonly Bindable<RulesetInfo> decoupledRuleset = new Bindable<RulesetInfo>();
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private double audioFeedbackLastPlaybackTime;
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[CanBeNull]
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private IDisposable modSelectOverlayRegistration;
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[Resolved]
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private MusicController music { get; set; }
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[Resolved(CanBeNull = true)]
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internal IOverlayManager OverlayManager { get; private set; }
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[BackgroundDependencyLoader(true)]
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private void load(AudioManager audio, OsuColour colours, ManageCollectionsDialog manageCollectionsDialog, DifficultyRecommender recommender)
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{
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// initial value transfer is required for FilterControl (it uses our re-cached bindables in its async load for the initial filter).
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transferRulesetValue();
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LoadComponentAsync(Carousel = new BeatmapCarousel
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{
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AllowSelection = false, // delay any selection until our bindables are ready to make a good choice.
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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RelativeSizeAxes = Axes.Both,
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BleedTop = FilterControl.HEIGHT,
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BleedBottom = Footer.HEIGHT,
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SelectionChanged = updateSelectedBeatmap,
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BeatmapSetsChanged = carouselBeatmapsLoaded,
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GetRecommendedBeatmap = s => recommender?.GetRecommendedBeatmap(s),
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}, c => carouselContainer.Child = c);
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AddRangeInternal(new Drawable[]
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{
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new ResetScrollContainer(() => Carousel.ScrollToSelected())
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{
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RelativeSizeAxes = Axes.Y,
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Width = 250,
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},
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new VerticalMaskingContainer
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{
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Children = new Drawable[]
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{
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new GridContainer // used for max width implementation
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{
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RelativeSizeAxes = Axes.Both,
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ColumnDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 850),
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},
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Content = new[]
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{
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new Drawable[]
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{
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new ParallaxContainer
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{
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ParallaxAmount = 0.005f,
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RelativeSizeAxes = Axes.Both,
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Child = new WedgeBackground
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Right = -150 },
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},
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},
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carouselContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
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{
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Top = FilterControl.HEIGHT,
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Bottom = Footer.HEIGHT
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},
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Child = new LoadingSpinner(true) { State = { Value = Visibility.Visible } }
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}
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},
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}
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},
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FilterControl = new FilterControl
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{
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RelativeSizeAxes = Axes.X,
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Height = FilterControl.HEIGHT,
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FilterChanged = ApplyFilterToCarousel,
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},
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new GridContainer // used for max width implementation
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{
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RelativeSizeAxes = Axes.Both,
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ColumnDimensions = new[]
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{
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new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 650),
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},
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Content = new[]
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{
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new Drawable[]
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{
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LeftArea = new Container
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Top = left_area_padding },
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Children = new Drawable[]
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{
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beatmapInfoWedge = new BeatmapInfoWedge
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{
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Height = WEDGE_HEIGHT,
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding
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{
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Right = left_area_padding,
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Left = -BeatmapInfoWedge.BORDER_THICKNESS, // Hide the left border
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},
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
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{
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Bottom = Footer.HEIGHT,
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Top = WEDGE_HEIGHT,
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Left = left_area_padding,
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Right = left_area_padding * 2,
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},
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Child = BeatmapDetails = CreateBeatmapDetailArea().With(d =>
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{
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d.RelativeSizeAxes = Axes.Both;
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d.Padding = new MarginPadding { Top = 10, Right = 5 };
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})
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},
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}
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},
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},
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}
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}
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}
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},
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new SkinnableTargetContainer(SkinnableTarget.SongSelect)
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{
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RelativeSizeAxes = Axes.Both,
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},
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});
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if (ShowFooter)
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{
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AddRangeInternal(new Drawable[]
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{
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FooterPanels = new Container
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Bottom = Footer.HEIGHT },
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Children = new Drawable[]
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{
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BeatmapOptions = new BeatmapOptionsOverlay(),
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}
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},
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Footer = new Footer(),
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});
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}
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// preload the mod select overlay for later use in `LoadComplete()`.
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// therein it will be registered at the `OsuGame` level to properly function as a blocking overlay.
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LoadComponent(ModSelect = CreateModSelectOverlay());
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if (Footer != null)
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{
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foreach (var (button, overlay) in CreateFooterButtons())
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Footer.AddButton(button, overlay);
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BeatmapOptions.AddButton(@"Manage", @"collections", FontAwesome.Solid.Book, colours.Green, () => manageCollectionsDialog?.Show());
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BeatmapOptions.AddButton(@"Delete", @"all difficulties", FontAwesome.Solid.Trash, colours.Pink, () => delete(Beatmap.Value.BeatmapSetInfo));
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BeatmapOptions.AddButton(@"Remove", @"from unplayed", FontAwesome.Regular.TimesCircle, colours.Purple, null);
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BeatmapOptions.AddButton(@"Clear", @"local scores", FontAwesome.Solid.Eraser, colours.Purple, () => clearScores(Beatmap.Value.BeatmapInfo));
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}
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sampleChangeDifficulty = audio.Samples.Get(@"SongSelect/select-difficulty");
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sampleChangeBeatmap = audio.Samples.Get(@"SongSelect/select-expand");
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SampleConfirm = audio.Samples.Get(@"SongSelect/confirm-selection");
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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modSelectOverlayRegistration = OverlayManager?.RegisterBlockingOverlay(ModSelect);
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}
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/// <summary>
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/// Creates the buttons to be displayed in the footer.
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/// </summary>
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/// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns>
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protected virtual IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons() => new (FooterButton, OverlayContainer)[]
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{
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(new FooterButtonMods { Current = Mods }, ModSelect),
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(new FooterButtonRandom
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{
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NextRandom = () => Carousel.SelectNextRandom(),
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PreviousRandom = Carousel.SelectPreviousRandom
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}, null),
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(new FooterButtonOptions(), BeatmapOptions)
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};
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protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay();
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protected virtual void ApplyFilterToCarousel(FilterCriteria criteria)
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{
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// if not the current screen, we want to get carousel in a good presentation state before displaying (resume or enter).
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bool shouldDebounce = this.IsCurrentScreen();
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Carousel.Filter(criteria, shouldDebounce);
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}
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(this);
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dependencies.CacheAs(decoupledRuleset);
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dependencies.CacheAs<IBindable<RulesetInfo>>(decoupledRuleset);
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return dependencies;
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}
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/// <summary>
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/// Creates the beatmap details to be displayed underneath the wedge.
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/// </summary>
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protected abstract BeatmapDetailArea CreateBeatmapDetailArea();
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public void Edit(BeatmapInfo beatmapInfo = null)
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{
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if (!AllowEditing)
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throw new InvalidOperationException($"Attempted to edit when {nameof(AllowEditing)} is disabled");
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmapInfo ?? beatmapInfoNoDebounce);
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this.Push(new EditorLoader());
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}
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/// <summary>
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/// Call to make a selection and perform the default action for this SongSelect.
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/// </summary>
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/// <param name="beatmapInfo">An optional beatmap to override the current carousel selection.</param>
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/// <param name="ruleset">An optional ruleset to override the current carousel selection.</param>
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/// <param name="customStartAction">An optional custom action to perform instead of <see cref="OnStart"/>.</param>
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public void FinaliseSelection(BeatmapInfo beatmapInfo = null, RulesetInfo ruleset = null, Action customStartAction = null)
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{
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// This is very important as we have not yet bound to screen-level bindables before the carousel load is completed.
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if (!Carousel.BeatmapSetsLoaded)
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{
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Logger.Log($"{nameof(FinaliseSelection)} aborted as carousel beatmaps are not yet loaded");
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return;
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}
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if (ruleset != null)
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Ruleset.Value = ruleset;
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transferRulesetValue();
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// while transferRulesetValue will flush, it only does so if the ruleset changes.
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// the user could have changed a filter, and we want to ensure we are 100% up-to-date and consistent here.
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Carousel.FlushPendingFilterOperations();
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// avoid attempting to continue before a selection has been obtained.
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// this could happen via a user interaction while the carousel is still in a loading state.
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if (Carousel.SelectedBeatmapInfo == null) return;
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if (beatmapInfo != null)
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Carousel.SelectBeatmap(beatmapInfo);
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if (selectionChangedDebounce?.Completed == false)
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{
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selectionChangedDebounce.RunTask();
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selectionChangedDebounce?.Cancel(); // cancel the already scheduled task.
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selectionChangedDebounce = null;
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}
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if (customStartAction != null)
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{
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customStartAction();
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Carousel.AllowSelection = false;
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}
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else if (OnStart())
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Carousel.AllowSelection = false;
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}
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/// <summary>
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/// Called when a selection is made.
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/// </summary>
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/// <returns>If a resultant action occurred that takes the user away from SongSelect.</returns>
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protected abstract bool OnStart();
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private ScheduledDelegate selectionChangedDebounce;
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private void updateCarouselSelection(ValueChangedEvent<WorkingBeatmap> e = null)
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{
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var beatmap = e?.NewValue ?? Beatmap.Value;
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if (beatmap is DummyWorkingBeatmap || !this.IsCurrentScreen()) return;
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Logger.Log($"Song select working beatmap updated to {beatmap}");
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if (!Carousel.SelectBeatmap(beatmap.BeatmapInfo, false))
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{
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// A selection may not have been possible with filters applied.
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// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
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if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
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{
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Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
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transferRulesetValue();
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}
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// Even if a ruleset mismatch was not the cause (ie. a text filter is applied),
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// we still want to temporarily show the new beatmap, bypassing filters.
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// This will be undone the next time the user changes the filter.
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var criteria = FilterControl.CreateCriteria();
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criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet;
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Carousel.Filter(criteria);
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Carousel.SelectBeatmap(beatmap.BeatmapInfo);
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}
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}
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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private BeatmapInfo beatmapInfoPrevious;
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private BeatmapInfo beatmapInfoNoDebounce;
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private RulesetInfo rulesetNoDebounce;
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private void updateSelectedBeatmap(BeatmapInfo beatmapInfo)
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{
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if (beatmapInfo == null && beatmapInfoNoDebounce == null)
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return;
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if (beatmapInfo?.Equals(beatmapInfoNoDebounce) == true)
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return;
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beatmapInfoNoDebounce = beatmapInfo;
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performUpdateSelected();
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}
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private void updateSelectedRuleset(RulesetInfo ruleset)
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{
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if (ruleset == null && rulesetNoDebounce == null)
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return;
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if (ruleset?.Equals(rulesetNoDebounce) == true)
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return;
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rulesetNoDebounce = ruleset;
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performUpdateSelected();
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}
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/// <summary>
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/// Selection has been changed as the result of a user interaction.
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/// </summary>
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private void performUpdateSelected()
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{
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var beatmap = beatmapInfoNoDebounce;
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var ruleset = rulesetNoDebounce;
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selectionChangedDebounce?.Cancel();
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if (beatmapInfoNoDebounce == null)
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run();
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else
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selectionChangedDebounce = Scheduler.AddDelayed(run, 200);
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if (beatmap?.Equals(beatmapInfoPrevious) != true)
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{
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if (beatmap != null && beatmapInfoPrevious != null && Time.Current - audioFeedbackLastPlaybackTime >= 50)
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{
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if (beatmap.BeatmapSet?.ID == beatmapInfoPrevious.BeatmapSet?.ID)
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sampleChangeDifficulty.Play();
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else
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sampleChangeBeatmap.Play();
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audioFeedbackLastPlaybackTime = Time.Current;
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}
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beatmapInfoPrevious = beatmap;
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}
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void run()
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{
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// clear pending task immediately to track any potential nested debounce operation.
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selectionChangedDebounce = null;
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Logger.Log($"Song select updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ShortName ?? "null"}");
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if (transferRulesetValue())
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{
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Mods.Value = Array.Empty<Mod>();
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// transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it.
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// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
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// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).
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if (beatmap != null && !Carousel.SelectBeatmap(beatmap, false))
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beatmap = null;
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}
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if (selectionChangedDebounce != null)
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{
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// a new nested operation was started; switch to it for further selection.
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// this avoids having two separate debounces trigger from the same source.
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selectionChangedDebounce.RunTask();
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return;
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}
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// We may be arriving here due to another component changing the bindable Beatmap.
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// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
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if (!EqualityComparer<BeatmapInfo>.Default.Equals(beatmap, Beatmap.Value.BeatmapInfo))
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{
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Logger.Log($"Song select changing beatmap from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap?.ToString() ?? "null"}\"");
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
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}
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|
|
|
if (this.IsCurrentScreen())
|
|
ensurePlayingSelected();
|
|
|
|
updateComponentFromBeatmap(Beatmap.Value);
|
|
}
|
|
}
|
|
|
|
public override void OnEntering(ScreenTransitionEvent e)
|
|
{
|
|
base.OnEntering(e);
|
|
|
|
this.FadeInFromZero(250);
|
|
FilterControl.Activate();
|
|
|
|
ModSelect.SelectedMods.BindTo(selectedMods);
|
|
|
|
beginLooping();
|
|
}
|
|
|
|
private const double logo_transition = 250;
|
|
|
|
protected override void LogoArriving(OsuLogo logo, bool resuming)
|
|
{
|
|
base.LogoArriving(logo, resuming);
|
|
|
|
Vector2 position = new Vector2(0.95f, 0.96f);
|
|
|
|
if (logo.Alpha > 0.8f)
|
|
{
|
|
logo.MoveTo(position, 500, Easing.OutQuint);
|
|
}
|
|
else
|
|
{
|
|
logo.Hide();
|
|
logo.ScaleTo(0.2f);
|
|
logo.MoveTo(position);
|
|
}
|
|
|
|
logo.FadeIn(logo_transition, Easing.OutQuint);
|
|
logo.ScaleTo(0.4f, logo_transition, Easing.OutQuint);
|
|
|
|
logo.Action = () =>
|
|
{
|
|
FinaliseSelection();
|
|
return false;
|
|
};
|
|
}
|
|
|
|
protected override void LogoExiting(OsuLogo logo)
|
|
{
|
|
base.LogoExiting(logo);
|
|
logo.ScaleTo(0.2f, logo_transition / 2, Easing.Out);
|
|
logo.FadeOut(logo_transition / 2, Easing.Out);
|
|
}
|
|
|
|
public override void OnResuming(ScreenTransitionEvent e)
|
|
{
|
|
base.OnResuming(e);
|
|
|
|
// required due to https://github.com/ppy/osu-framework/issues/3218
|
|
ModSelect.SelectedMods.Disabled = false;
|
|
ModSelect.SelectedMods.BindTo(selectedMods);
|
|
|
|
Carousel.AllowSelection = true;
|
|
|
|
BeatmapDetails.Refresh();
|
|
|
|
beginLooping();
|
|
|
|
if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending)
|
|
{
|
|
updateCarouselSelection();
|
|
|
|
updateComponentFromBeatmap(Beatmap.Value);
|
|
|
|
if (ControlGlobalMusic)
|
|
{
|
|
// restart playback on returning to song select, regardless.
|
|
// not sure this should be a permanent thing (we may want to leave a user pause paused even on returning)
|
|
music.ResetTrackAdjustments();
|
|
music.Play(requestedByUser: true);
|
|
}
|
|
}
|
|
|
|
this.FadeIn(250);
|
|
|
|
this.ScaleTo(1, 250, Easing.OutSine);
|
|
|
|
FilterControl.Activate();
|
|
}
|
|
|
|
public override void OnSuspending(ScreenTransitionEvent e)
|
|
{
|
|
// Handle the case where FinaliseSelection is never called (ie. when a screen is pushed externally).
|
|
// Without this, it's possible for a transfer to happen while we are not the current screen.
|
|
transferRulesetValue();
|
|
|
|
ModSelect.SelectedMods.UnbindFrom(selectedMods);
|
|
ModSelect.Hide();
|
|
|
|
BeatmapOptions.Hide();
|
|
|
|
endLooping();
|
|
|
|
this.ScaleTo(1.1f, 250, Easing.InSine);
|
|
|
|
this.FadeOut(250);
|
|
|
|
FilterControl.Deactivate();
|
|
base.OnSuspending(e);
|
|
}
|
|
|
|
public override bool OnExiting(ScreenExitEvent e)
|
|
{
|
|
if (base.OnExiting(e))
|
|
return true;
|
|
|
|
beatmapInfoWedge.Hide();
|
|
ModSelect.Hide();
|
|
|
|
this.FadeOut(100);
|
|
|
|
FilterControl.Deactivate();
|
|
|
|
endLooping();
|
|
|
|
return false;
|
|
}
|
|
|
|
private bool isHandlingLooping;
|
|
|
|
private void beginLooping()
|
|
{
|
|
if (!ControlGlobalMusic)
|
|
return;
|
|
|
|
Debug.Assert(!isHandlingLooping);
|
|
|
|
isHandlingLooping = true;
|
|
|
|
ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None);
|
|
music.TrackChanged += ensureTrackLooping;
|
|
}
|
|
|
|
private void endLooping()
|
|
{
|
|
// may be called multiple times during screen exit process.
|
|
if (!isHandlingLooping)
|
|
return;
|
|
|
|
music.CurrentTrack.Looping = isHandlingLooping = false;
|
|
|
|
music.TrackChanged -= ensureTrackLooping;
|
|
}
|
|
|
|
private void ensureTrackLooping(IWorkingBeatmap beatmap, TrackChangeDirection changeDirection)
|
|
=> beatmap.PrepareTrackForPreview(true);
|
|
|
|
public override bool OnBackButton()
|
|
{
|
|
if (ModSelect.State.Value == Visibility.Visible)
|
|
{
|
|
ModSelect.Hide();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
decoupledRuleset.UnbindAll();
|
|
|
|
if (music != null)
|
|
music.TrackChanged -= ensureTrackLooping;
|
|
|
|
modSelectOverlayRegistration?.Dispose();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Allow components in SongSelect to update their loaded beatmap details.
|
|
/// This is a debounced call (unlike directly binding to WorkingBeatmap.ValueChanged).
|
|
/// </summary>
|
|
/// <param name="beatmap">The working beatmap.</param>
|
|
private void updateComponentFromBeatmap(WorkingBeatmap beatmap)
|
|
{
|
|
ApplyToBackground(backgroundModeBeatmap =>
|
|
{
|
|
backgroundModeBeatmap.Beatmap = beatmap;
|
|
backgroundModeBeatmap.BlurAmount.Value = BACKGROUND_BLUR;
|
|
backgroundModeBeatmap.FadeColour(Color4.White, 250);
|
|
});
|
|
|
|
beatmapInfoWedge.Beatmap = beatmap;
|
|
|
|
BeatmapDetails.Beatmap = beatmap;
|
|
}
|
|
|
|
private readonly WeakReference<ITrack> lastTrack = new WeakReference<ITrack>(null);
|
|
|
|
/// <summary>
|
|
/// Ensures some music is playing for the current track.
|
|
/// Will resume playback from a manual user pause if the track has changed.
|
|
/// </summary>
|
|
private void ensurePlayingSelected()
|
|
{
|
|
if (!ControlGlobalMusic)
|
|
return;
|
|
|
|
ITrack track = music.CurrentTrack;
|
|
|
|
bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
|
|
|
|
if (!track.IsRunning && (music.UserPauseRequested != true || isNewTrack))
|
|
{
|
|
Logger.Log($"Song select decided to {nameof(ensurePlayingSelected)}");
|
|
music.Play(true);
|
|
}
|
|
|
|
lastTrack.SetTarget(track);
|
|
}
|
|
|
|
private void carouselBeatmapsLoaded()
|
|
{
|
|
bindBindables();
|
|
|
|
Carousel.AllowSelection = true;
|
|
|
|
// If a selection was already obtained, do not attempt to update the selected beatmap.
|
|
if (Carousel.SelectedBeatmapSet != null)
|
|
return;
|
|
|
|
// Attempt to select the current beatmap on the carousel, if it is valid to be selected.
|
|
if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false)
|
|
{
|
|
if (Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false))
|
|
return;
|
|
|
|
// prefer not changing ruleset at this point, so look for another difficulty in the currently playing beatmap
|
|
var found = Beatmap.Value.BeatmapSetInfo.Beatmaps.FirstOrDefault(b => b.Ruleset.Equals(decoupledRuleset.Value));
|
|
|
|
if (found != null && Carousel.SelectBeatmap(found, false))
|
|
return;
|
|
}
|
|
|
|
// If the current active beatmap could not be selected, select a new random beatmap.
|
|
if (!Carousel.SelectNextRandom())
|
|
{
|
|
// in the case random selection failed, we want to trigger selectionChanged
|
|
// to show the dummy beatmap (we have nothing else to display).
|
|
performUpdateSelected();
|
|
}
|
|
}
|
|
|
|
private bool boundLocalBindables;
|
|
|
|
private void bindBindables()
|
|
{
|
|
if (boundLocalBindables)
|
|
return;
|
|
|
|
// manual binding to parent ruleset to allow for delayed load in the incoming direction.
|
|
transferRulesetValue();
|
|
|
|
Ruleset.ValueChanged += r => updateSelectedRuleset(r.NewValue);
|
|
|
|
decoupledRuleset.ValueChanged += r =>
|
|
{
|
|
bool wasDisabled = Ruleset.Disabled;
|
|
|
|
// a sub-screen may have taken a lease on this decoupled ruleset bindable,
|
|
// which would indirectly propagate to the game-global bindable via the `DisabledChanged` callback below.
|
|
// to make sure changes sync without crashes, lift the disable for a short while to sync, and then restore the old value.
|
|
Ruleset.Disabled = false;
|
|
Ruleset.Value = r.NewValue;
|
|
Ruleset.Disabled = wasDisabled;
|
|
};
|
|
decoupledRuleset.DisabledChanged += r => Ruleset.Disabled = r;
|
|
|
|
Beatmap.BindValueChanged(updateCarouselSelection);
|
|
|
|
boundLocalBindables = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transfer the game-wide ruleset to the local decoupled ruleset.
|
|
/// Will immediately run filter operations if required.
|
|
/// </summary>
|
|
/// <returns>Whether a transfer occurred.</returns>
|
|
private bool transferRulesetValue()
|
|
{
|
|
if (decoupledRuleset.Value?.Equals(Ruleset.Value) == true)
|
|
return false;
|
|
|
|
Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\")");
|
|
rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value;
|
|
|
|
// if we have a pending filter operation, we want to run it now.
|
|
// it could change selection (ie. if the ruleset has been changed).
|
|
Carousel?.FlushPendingFilterOperations();
|
|
return true;
|
|
}
|
|
|
|
private void delete(BeatmapSetInfo beatmap)
|
|
{
|
|
if (beatmap == null) return;
|
|
|
|
dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap));
|
|
}
|
|
|
|
private void clearScores(BeatmapInfo beatmapInfo)
|
|
{
|
|
if (beatmapInfo == null) return;
|
|
|
|
dialogOverlay?.Push(new BeatmapClearScoresDialog(beatmapInfo, () =>
|
|
// schedule done here rather than inside the dialog as the dialog may fade out and never callback.
|
|
Schedule(() => BeatmapDetails.Refresh())));
|
|
}
|
|
|
|
public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
if (e.Repeat)
|
|
return false;
|
|
|
|
if (!this.IsCurrentScreen()) return false;
|
|
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.Select:
|
|
FinaliseSelection();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
protected override bool OnKeyDown(KeyDownEvent e)
|
|
{
|
|
if (e.Repeat) return false;
|
|
|
|
switch (e.Key)
|
|
{
|
|
case Key.Delete:
|
|
if (e.ShiftPressed)
|
|
{
|
|
if (!Beatmap.IsDefault)
|
|
delete(Beatmap.Value.BeatmapSetInfo);
|
|
return true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
return base.OnKeyDown(e);
|
|
}
|
|
|
|
private class VerticalMaskingContainer : Container
|
|
{
|
|
private const float panel_overflow = 1.2f;
|
|
|
|
protected override Container<Drawable> Content { get; }
|
|
|
|
public VerticalMaskingContainer()
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
Masking = true;
|
|
Anchor = Anchor.Centre;
|
|
Origin = Anchor.Centre;
|
|
Width = panel_overflow; // avoid horizontal masking so the panels don't clip when screen stack is pushed.
|
|
InternalChild = Content = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre,
|
|
Width = 1 / panel_overflow,
|
|
};
|
|
}
|
|
}
|
|
|
|
private class ResetScrollContainer : Container
|
|
{
|
|
private readonly Action onHoverAction;
|
|
|
|
public ResetScrollContainer(Action onHoverAction)
|
|
{
|
|
this.onHoverAction = onHoverAction;
|
|
}
|
|
|
|
protected override bool OnHover(HoverEvent e)
|
|
{
|
|
onHoverAction?.Invoke();
|
|
return base.OnHover(e);
|
|
}
|
|
}
|
|
|
|
internal class SoloModSelectOverlay : UserModSelectOverlay
|
|
{
|
|
protected override bool ShowPresets => true;
|
|
}
|
|
}
|
|
}
|