1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-17 07:22:55 +08:00
osu-lazer/osu.Game/Screens/Select/SongSelect.cs
Dean Herbert 9e82fc21ac Improve transition when exiting song select
Reduces the delay before the main menu appears, but also synchronises the full main menu appearance animation with the logo's apperance.
2017-11-10 01:10:44 +09:00

497 lines
17 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Threading;
using OpenTK;
using OpenTK.Input;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Overlays;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select.Options;
namespace osu.Game.Screens.Select
{
public abstract class SongSelect : OsuScreen
{
private BeatmapManager beatmaps;
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap();
private readonly BeatmapCarousel carousel;
private DialogOverlay dialogOverlay;
private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 245);
private const float left_area_padding = 20;
private readonly BeatmapInfoWedge beatmapInfoWedge;
protected Container LeftContent;
private static readonly Vector2 background_blur = new Vector2(20);
private CancellationTokenSource initialAddSetsTask;
private SampleChannel sampleChangeDifficulty;
private SampleChannel sampleChangeBeatmap;
protected virtual bool ShowFooter => true;
/// <summary>
/// Can be null if <see cref="ShowFooter"/> is false.
/// </summary>
protected readonly BeatmapOptionsOverlay BeatmapOptions;
/// <summary>
/// Can be null if <see cref="ShowFooter"/> is false.
/// </summary>
protected readonly Footer Footer;
/// <summary>
/// Contains any panel which is triggered by a footer button.
/// Helps keep them located beneath the footer itself.
/// </summary>
protected readonly Container FooterPanels;
public readonly FilterControl FilterControl;
protected SongSelect()
{
const float carousel_width = 640;
const float filter_height = 100;
Add(new ParallaxContainer
{
Padding = new MarginPadding { Top = filter_height },
ParallaxAmount = 0.005f,
RelativeSizeAxes = Axes.Both,
Children = new[]
{
new WedgeBackground
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = carousel_width * 0.76f },
}
}
});
Add(LeftContent = new Container
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(wedged_container_size.X, 1),
Padding = new MarginPadding
{
Bottom = 50,
Top = wedged_container_size.Y + left_area_padding,
Left = left_area_padding,
Right = left_area_padding * 2,
}
});
Add(carousel = new BeatmapCarousel
{
RelativeSizeAxes = Axes.Y,
Size = new Vector2(carousel_width, 1),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
SelectionChanged = carouselSelectionChanged,
BeatmapsChanged = carouselBeatmapsLoaded,
DeleteRequested = promptDelete,
RestoreRequested = s => { foreach (var b in s.Beatmaps) beatmaps.Restore(b); },
EditRequested = editRequested,
HideDifficultyRequested = b => beatmaps.Hide(b),
StartRequested = () => carouselRaisedStart(),
});
Add(FilterControl = new FilterControl
{
RelativeSizeAxes = Axes.X,
Height = filter_height,
FilterChanged = criteria => filterChanged(criteria),
Exit = Exit,
});
Add(beatmapInfoWedge = new BeatmapInfoWedge
{
Alpha = 0,
Size = wedged_container_size,
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding
{
Top = left_area_padding,
Right = left_area_padding,
},
});
Add(new ResetScrollContainer(() => carousel.ScrollToSelected())
{
RelativeSizeAxes = Axes.Y,
Width = 250,
});
if (ShowFooter)
{
Add(FooterPanels = new Container
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Margin = new MarginPadding
{
Bottom = Footer.HEIGHT,
},
});
Add(Footer = new Footer
{
OnBack = Exit,
});
FooterPanels.Add(BeatmapOptions = new BeatmapOptionsOverlay());
}
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours)
{
if (Footer != null)
{
Footer.AddButton(@"random", colours.Green, triggerRandom, Key.F2);
Footer.AddButton(@"options", colours.Blue, BeatmapOptions, Key.F3);
BeatmapOptions.AddButton(@"Delete", @"Beatmap", FontAwesome.fa_trash, colours.Pink, () => promptDelete(Beatmap.Value.BeatmapSetInfo), Key.Number4, float.MaxValue);
}
if (this.beatmaps == null)
this.beatmaps = beatmaps;
if (osu != null)
Ruleset.BindTo(osu.Ruleset);
this.beatmaps.BeatmapSetAdded += onBeatmapSetAdded;
this.beatmaps.BeatmapSetRemoved += onBeatmapSetRemoved;
this.beatmaps.BeatmapHidden += onBeatmapHidden;
this.beatmaps.BeatmapRestored += onBeatmapRestored;
dialogOverlay = dialog;
sampleChangeDifficulty = audio.Sample.Get(@"SongSelect/select-difficulty");
sampleChangeBeatmap = audio.Sample.Get(@"SongSelect/select-expand");
initialAddSetsTask = new CancellationTokenSource();
carousel.Beatmaps = this.beatmaps.GetAllUsableBeatmapSets();
Beatmap.ValueChanged += beatmap_ValueChanged;
Beatmap.DisabledChanged += disabled => carousel.AllowSelection = !disabled;
carousel.AllowSelection = !Beatmap.Disabled;
}
private void editRequested(BeatmapInfo beatmap)
{
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap);
Push(new Editor());
}
private void onBeatmapRestored(BeatmapInfo b) => carousel.UpdateBeatmap(b);
private void onBeatmapHidden(BeatmapInfo b) => carousel.UpdateBeatmap(b);
private void carouselBeatmapsLoaded()
{
if (Beatmap.Value.BeatmapSetInfo?.DeletePending == false)
carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false);
else
carousel.SelectNext();
}
private void carouselRaisedStart(InputState state = null)
{
// 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.FlushPendingFilters();
if (selectionChangedDebounce?.Completed == false)
{
selectionChangedDebounce.RunTask();
selectionChangedDebounce.Cancel(); // cancel the already scheduled task.
selectionChangedDebounce = null;
}
OnSelected(state);
}
private ScheduledDelegate selectionChangedDebounce;
// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
private BeatmapInfo beatmapNoDebounce;
/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>
private void carouselSelectionChanged(BeatmapInfo beatmap)
{
Action performLoad = delegate
{
// We may be arriving here due to another component changing the bindable Beatmap.
// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
if (beatmap?.Equals(Beatmap.Value.BeatmapInfo) != true)
{
bool preview = beatmap?.BeatmapSetInfoID != Beatmap.Value.BeatmapInfo.BeatmapSetInfoID;
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap);
ensurePlayingSelected(preview);
}
UpdateBeatmap(Beatmap.Value);
};
selectionChangedDebounce?.Cancel();
if (beatmap?.Equals(beatmapNoDebounce) == true)
return;
beatmapNoDebounce = beatmap;
if (beatmap == null)
{
if (!Beatmap.IsDefault)
performLoad();
}
else
{
if (beatmap.BeatmapSetInfoID == beatmapNoDebounce?.BeatmapSetInfoID)
sampleChangeDifficulty.Play();
else
sampleChangeBeatmap.Play();
if (beatmap == Beatmap.Value.BeatmapInfo)
performLoad();
else
selectionChangedDebounce = Scheduler.AddDelayed(performLoad, 100);
}
}
private void triggerRandom()
{
if (GetContainingInputManager().CurrentState.Keyboard.ShiftPressed)
carousel.SelectPreviousRandom();
else
carousel.SelectNextRandom();
}
protected abstract void OnSelected(InputState state);
private void filterChanged(FilterCriteria criteria, bool debounce = true)
{
carousel.Filter(criteria, debounce);
}
private void onBeatmapSetAdded(BeatmapSetInfo s) => Schedule(() => addBeatmapSet(s));
private void onBeatmapSetRemoved(BeatmapSetInfo s) => Schedule(() => removeBeatmapSet(s));
protected override void OnEntering(Screen last)
{
base.OnEntering(last);
Content.FadeInFromZero(250);
FilterControl.Activate();
}
private const double logo_transition = 250;
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
logo.ClearTransforms();
logo.RelativePositionAxes = Axes.Both;
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 = () => carouselRaisedStart();
}
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);
}
private void beatmap_ValueChanged(WorkingBeatmap beatmap)
{
if (!IsCurrentScreen) return;
carousel.SelectBeatmap(beatmap?.BeatmapInfo);
}
protected override void OnResuming(Screen last)
{
if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending)
{
UpdateBeatmap(Beatmap);
ensurePlayingSelected();
}
base.OnResuming(last);
Content.FadeIn(250);
Content.ScaleTo(1, 250, Easing.OutSine);
FilterControl.Activate();
}
protected override void OnSuspending(Screen next)
{
Content.ScaleTo(1.1f, 250, Easing.InSine);
Content.FadeOut(250);
FilterControl.Deactivate();
base.OnSuspending(next);
}
protected override bool OnExiting(Screen next)
{
beatmapInfoWedge.State = Visibility.Hidden;
Content.FadeOut(100);
FilterControl.Deactivate();
return base.OnExiting(next);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (beatmaps != null)
{
beatmaps.BeatmapSetAdded -= onBeatmapSetAdded;
beatmaps.BeatmapSetRemoved -= onBeatmapSetRemoved;
beatmaps.BeatmapHidden -= onBeatmapHidden;
beatmaps.BeatmapRestored -= onBeatmapRestored;
}
initialAddSetsTask?.Cancel();
}
/// <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>
protected virtual void UpdateBeatmap(WorkingBeatmap beatmap)
{
var backgroundModeBeatmap = Background as BackgroundScreenBeatmap;
if (backgroundModeBeatmap != null)
{
backgroundModeBeatmap.Beatmap = beatmap;
backgroundModeBeatmap.BlurTo(background_blur, 1000);
backgroundModeBeatmap.FadeTo(1, 250);
}
beatmapInfoWedge.State = Visibility.Visible;
beatmapInfoWedge.UpdateBeatmap(beatmap);
}
private void ensurePlayingSelected(bool preview = false)
{
Track track = Beatmap.Value.Track;
if (!track.IsRunning)
{
// Ensure the track is added to the TrackManager, since it is removed after the player finishes the map.
// Using AddItemToList rather than AddItem so that it doesn't attempt to register adjustment dependencies more than once.
Game.Audio.Track.AddItemToList(track);
if (preview) track.Seek(Beatmap.Value.Metadata.PreviewTime);
track.Start();
}
}
private void addBeatmapSet(BeatmapSetInfo beatmapSet) => carousel.AddBeatmap(beatmapSet);
private void removeBeatmapSet(BeatmapSetInfo beatmapSet)
{
carousel.RemoveBeatmap(beatmapSet);
if (carousel.SelectedBeatmap == null)
Beatmap.SetDefault();
}
private void promptDelete(BeatmapSetInfo beatmap)
{
if (beatmap == null)
return;
dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap));
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat) return false;
switch (args.Key)
{
case Key.KeypadEnter:
case Key.Enter:
carouselRaisedStart(state);
return true;
case Key.Delete:
if (state.Keyboard.ShiftPressed)
{
if (!Beatmap.IsDefault)
promptDelete(Beatmap.Value.BeatmapSetInfo);
return true;
}
break;
}
return base.OnKeyDown(state, args);
}
private class ResetScrollContainer : Container
{
private readonly Action onHoverAction;
public ResetScrollContainer(Action onHoverAction)
{
this.onHoverAction = onHoverAction;
}
protected override bool OnHover(InputState state)
{
onHoverAction?.Invoke();
return base.OnHover(state);
}
}
}
}