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2d691ca8d5
OnCommit only gets fired when focus is lost
422 lines
15 KiB
C#
422 lines
15 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.GameModes;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Modes;
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using osu.Game.Screens.Backgrounds;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Screens.Play;
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using osu.Framework;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics.Transformations;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Framework.Input;
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using OpenTK.Input;
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using osu.Game.Graphics;
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using System.Collections.Generic;
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using osu.Framework.Threading;
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namespace osu.Game.Screens.Select
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{
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public class PlaySongSelect : OsuGameMode
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{
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private Bindable<PlayMode> playMode;
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private BeatmapDatabase database;
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protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
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private CarouselContainer carousel;
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private TrackManager trackManager;
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private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225);
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private static readonly Vector2 wedged_container_start_position = new Vector2(0, 50);
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private BeatmapInfoWedge beatmapInfoWedge;
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private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
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private CancellationTokenSource initialAddSetsTask;
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private AudioSample sampleChangeDifficulty;
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private AudioSample sampleChangeBeatmap;
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private List<BeatmapGroup> beatmapGroups;
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private Footer footer;
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class WedgeBackground : Container
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{
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public WedgeBackground()
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{
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(1, 0.5f),
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Colour = Color4.Black.Opacity(0.5f),
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Shear = new Vector2(0.15f, 0),
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EdgeSmoothness = new Vector2(2, 0),
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Y,
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Size = new Vector2(1, -0.5f),
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Position = new Vector2(0, 1),
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Colour = Color4.Black.Opacity(0.5f),
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Shear = new Vector2(-0.15f, 0),
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EdgeSmoothness = new Vector2(2, 0),
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},
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};
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}
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}
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Player player;
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FilterControl filter;
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private void start()
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{
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if (player != null)
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return;
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//in the future we may want to move this logic to a PlayerLoader gamemode or similar, so we can rely on the SongSelect transition
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//and provide a better loading experience (at the moment song select is still accepting input during preload).
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player = new Player
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{
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BeatmapInfo = carousel.SelectedGroup.SelectedPanel.Beatmap,
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PreferredPlayMode = playMode.Value
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};
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player.Preload(Game, delegate
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{
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if (!Push(player))
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{
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player = null;
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//error occured?
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}
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});
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(BeatmapDatabase beatmaps, AudioManager audio, BaseGame game,
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OsuGame osuGame, OsuColour colours)
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{
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const float carouselWidth = 640;
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const float bottomToolHeight = 50;
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beatmapGroups = new List<BeatmapGroup>();
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Children = 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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Children = new []
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{
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new WedgeBackground
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Right = carouselWidth * 0.76f },
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},
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}
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},
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carousel = new CarouselContainer
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{
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(carouselWidth, 1),
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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},
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filter = new FilterControl
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{
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Position = wedged_container_start_position,
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RelativeSizeAxes = Axes.X,
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FilterChanged = filterChanged,
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Exit = () => Exit(),
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},
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beatmapInfoWedge = new BeatmapInfoWedge
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{
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Alpha = 0,
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Position = wedged_container_start_position,
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Size = wedged_container_size,
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding { Top = 20, Right = 20, },
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},
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footer = new Footer()
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{
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OnBack = Exit,
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OnStart = start,
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}
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};
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footer.AddButton(@"mods", colours.Yellow, null);
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footer.AddButton(@"random", colours.Green, carousel.SelectRandom);
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footer.AddButton(@"options", colours.Blue, null);
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if (osuGame != null)
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{
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playMode = osuGame.PlayMode;
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playMode.ValueChanged += playMode_ValueChanged;
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}
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if (database == null)
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database = beatmaps;
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database.BeatmapSetAdded += onDatabaseOnBeatmapSetAdded;
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trackManager = audio.Track;
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sampleChangeDifficulty = audio.Sample.Get(@"SongSelect/select-difficulty");
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sampleChangeBeatmap = audio.Sample.Get(@"SongSelect/select-expand");
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initialAddSetsTask = new CancellationTokenSource();
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Task.Factory.StartNew(() => addBeatmapSets(game, initialAddSetsTask.Token), initialAddSetsTask.Token);
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}
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private ScheduledDelegate filterTask;
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private void filterChanged()
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{
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filterTask?.Cancel();
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filterTask = Scheduler.AddDelayed(() =>
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{
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filterTask = null;
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var search = filter.Search;
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BeatmapGroup newSelection = null;
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bool changed = false;
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foreach (var beatmapGroup in carousel)
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{
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var set = beatmapGroup.BeatmapSet;
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bool match = string.IsNullOrEmpty(search)
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|| (set.Metadata.Artist ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
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|| (set.Metadata.ArtistUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
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|| (set.Metadata.Title ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
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|| (set.Metadata.TitleUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1;
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if (match)
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{
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changed |= beatmapGroup.State != BeatmapGroupState.Hidden;
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beatmapGroup.State = BeatmapGroupState.Collapsed;
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if (newSelection == null || beatmapGroup.BeatmapSet.OnlineBeatmapSetID == Beatmap.BeatmapSetInfo.OnlineBeatmapSetID)
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newSelection = beatmapGroup;
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}
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else
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{
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changed |= beatmapGroup.State == BeatmapGroupState.Hidden;
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beatmapGroup.State = BeatmapGroupState.Hidden;
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}
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}
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if (newSelection != null)
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selectBeatmap(newSelection.BeatmapSet.Beatmaps[0]);
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if (changed)
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carousel.InvalidateVisible();
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}, 250);
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}
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private void onDatabaseOnBeatmapSetAdded(BeatmapSetInfo s)
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{
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Schedule(() => addBeatmapSet(s, Game, true));
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}
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protected override void OnEntering(GameMode last)
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{
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base.OnEntering(last);
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ensurePlayingSelected();
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changeBackground(Beatmap);
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Content.FadeInFromZero(250);
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beatmapInfoWedge.MoveToX(wedged_container_start_position.X - 50);
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beatmapInfoWedge.MoveToX(wedged_container_start_position.X, 800, EasingTypes.OutQuint);
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filter.Activate();
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}
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protected override void OnResuming(GameMode last)
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{
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player = null;
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changeBackground(Beatmap);
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ensurePlayingSelected();
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base.OnResuming(last);
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Content.FadeIn(250);
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Content.ScaleTo(1, 250, EasingTypes.OutSine);
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filter.Activate();
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}
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protected override void OnSuspending(GameMode next)
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{
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Content.ScaleTo(1.1f, 250, EasingTypes.InSine);
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Content.FadeOut(250);
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filter.Deactivate();
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base.OnSuspending(next);
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}
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protected override bool OnExiting(GameMode next)
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{
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beatmapInfoWedge.MoveTo(wedged_container_start_position + new Vector2(-100, 50), 800, EasingTypes.InQuint);
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beatmapInfoWedge.RotateTo(10, 800, EasingTypes.InQuint);
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Content.FadeOut(100);
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filter.Deactivate();
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return base.OnExiting(next);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (playMode != null)
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playMode.ValueChanged -= playMode_ValueChanged;
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database.BeatmapSetAdded -= onDatabaseOnBeatmapSetAdded;
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initialAddSetsTask.Cancel();
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}
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private void playMode_ValueChanged(object sender, EventArgs e)
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{
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}
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private void changeBackground(WorkingBeatmap beatmap)
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{
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var backgroundModeBeatmap = Background as BackgroundModeBeatmap;
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if (backgroundModeBeatmap != null)
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{
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backgroundModeBeatmap.Beatmap = beatmap;
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backgroundModeBeatmap.BlurTo(BACKGROUND_BLUR, 1000);
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}
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if (beatmap != null)
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beatmapInfoWedge.UpdateBeatmap(beatmap);
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}
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/// <summary>
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/// The global Beatmap was changed.
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/// </summary>
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protected override void OnBeatmapChanged(WorkingBeatmap beatmap)
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{
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base.OnBeatmapChanged(beatmap);
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//todo: change background in selectionChanged instead; support per-difficulty backgrounds.
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changeBackground(beatmap);
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selectBeatmap(beatmap.BeatmapInfo);
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}
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private void selectBeatmap(BeatmapInfo beatmap) => carousel.SelectBeatmap(beatmap);
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/// <summary>
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/// selection has been changed as the result of interaction with the carousel.
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/// </summary>
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private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap)
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{
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bool beatmapSetChange = false;
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if (!beatmap.Equals(Beatmap?.BeatmapInfo))
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{
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if (beatmap.BeatmapSetInfoID == Beatmap?.BeatmapInfo.BeatmapSetInfoID)
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sampleChangeDifficulty.Play();
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else
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{
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sampleChangeBeatmap.Play();
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beatmapSetChange = true;
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}
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Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap);
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}
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ensurePlayingSelected(beatmapSetChange);
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}
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private void ensurePlayingSelected(bool preview = false)
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{
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AudioTrack track = Beatmap?.Track;
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if (track != null)
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{
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trackManager.SetExclusive(track);
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if (preview)
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track.Seek(Beatmap.Beatmap.Metadata.PreviewTime);
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track.Start();
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}
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}
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private void addBeatmapSet(BeatmapSetInfo beatmapSet, BaseGame game, bool select = false)
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{
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beatmapSet = database.GetWithChildren<BeatmapSetInfo>(beatmapSet.ID);
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beatmapSet.Beatmaps.ForEach(b =>
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{
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database.GetChildren(b);
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if (b.Metadata == null) b.Metadata = beatmapSet.Metadata;
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});
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beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.StarDifficulty).ToList();
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var beatmap = new WorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault(), beatmapSet, database);
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var group = new BeatmapGroup(beatmap, beatmapSet)
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{
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SelectionChanged = selectionChanged,
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StartRequested = b => start()
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};
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//for the time being, let's completely load the difficulty panels in the background.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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Task.WhenAll(group.BeatmapPanels.Select(panel => panel.Preload(game))).ContinueWith(task => Schedule(delegate
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{
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beatmapGroups.Add(group);
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carousel.AddGroup(group);
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if (Beatmap == null || select)
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carousel.SelectBeatmap(beatmapSet.Beatmaps.First());
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else
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{
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var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo));
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if (panel != null)
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carousel.SelectGroup(group, panel);
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}
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}));
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}
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private void addBeatmapSets(BaseGame game, CancellationToken token)
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{
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foreach (var beatmapSet in database.Query<BeatmapSetInfo>())
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{
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if (token.IsCancellationRequested) return;
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addBeatmapSet(beatmapSet, game);
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}
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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switch (args.Key)
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{
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case Key.Enter:
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start();
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return true;
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}
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return base.OnKeyDown(state, args);
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}
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}
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}
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