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osu-lazer/osu.Game/Screens/Select/PlaySongSelect.cs

391 lines
14 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.GameModes;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Modes;
using osu.Game.Screens.Backgrounds;
using osu.Game.Graphics.UserInterface;
using OpenTK;
using OpenTK.Graphics;
using osu.Game.Screens.Play;
using osu.Framework;
using osu.Framework.Audio.Sample;
using osu.Framework.Graphics.Transformations;
using osu.Game.Beatmaps.Drawables;
using osu.Game.Graphics.Containers;
using osu.Framework.Input;
using OpenTK.Input;
namespace osu.Game.Screens.Select
{
public class PlaySongSelect : OsuGameMode
{
private Bindable<PlayMode> playMode;
private BeatmapDatabase database;
protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
private CarouselContainer carousel;
private TrackManager trackManager;
private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225);
private static readonly Vector2 wedged_container_start_position = new Vector2(0, 50);
private BeatmapInfoWedge beatmapInfoWedge;
private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
private CancellationTokenSource initialAddSetsTask;
private AudioSample sampleChangeDifficulty;
private AudioSample sampleChangeBeatmap;
class WedgeBackground : Container
{
public WedgeBackground()
{
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(1, 0.5f),
Colour = new Color4(0, 0, 0, 0.5f),
Shear = new Vector2(0.15f, 0),
EdgeSmoothness = new Vector2(2, 0),
},
new Box
{
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Y,
Size = new Vector2(1, -0.5f),
Position = new Vector2(0, 1),
Colour = new Color4(0, 0, 0, 0.5f),
Shear = new Vector2(-0.15f, 0),
EdgeSmoothness = new Vector2(2, 0),
},
};
}
}
public PlaySongSelect()
{
const float carouselWidth = 640;
const float bottomToolHeight = 50;
Children = new Drawable[]
{
new ParallaxContainer
{
ParallaxAmount = 0.005f,
RelativeSizeAxes = Axes.Both,
Children = new []
{
new WedgeBackground
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = carouselWidth * 0.76f },
},
}
},
carousel = new CarouselContainer
{
RelativeSizeAxes = Axes.Y,
Size = new Vector2(carouselWidth, 1),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
},
beatmapInfoWedge = new BeatmapInfoWedge
{
Alpha = 0,
Position = wedged_container_start_position,
Size = wedged_container_size,
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding { Top = 20, Right = 20, },
},
new Container
{
RelativeSizeAxes = Axes.X,
Height = bottomToolHeight,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Colour = new Color4(0, 0, 0, 0.5f),
},
new BackButton
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
//RelativeSizeAxes = Axes.Y,
Action = () => Exit()
},
new Button
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Y,
Width = 100,
Text = "Play",
Colour = new Color4(238, 51, 153, 255),
Action = start
},
}
}
};
}
Player player;
private void start()
{
if (player != null)
return;
//in the future we may want to move this logic to a PlayerLoader gamemode or similar, so we can rely on the SongSelect transition
//and provide a better loading experience (at the moment song select is still accepting input during preload).
player = new Player
{
BeatmapInfo = carousel.SelectedGroup.SelectedPanel.Beatmap,
PreferredPlayMode = playMode.Value
};
player.Preload(Game, delegate
{
if (!Push(player))
{
player = null;
//error occured?
}
});
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapDatabase beatmaps, AudioManager audio, BaseGame game, OsuGame osuGame)
{
if (osuGame != null)
{
playMode = osuGame.PlayMode;
playMode.ValueChanged += playMode_ValueChanged;
}
if (database == null)
database = beatmaps;
database.BeatmapSetAdded += onDatabaseOnBeatmapSetAdded;
trackManager = audio.Track;
sampleChangeDifficulty = audio.Sample.Get(@"SongSelect/select-difficulty");
sampleChangeBeatmap = audio.Sample.Get(@"SongSelect/select-expand");
initialAddSetsTask = new CancellationTokenSource();
Task.Factory.StartNew(() => addBeatmapSets(game, initialAddSetsTask.Token), initialAddSetsTask.Token);
}
private void onDatabaseOnBeatmapSetAdded(BeatmapSetInfo s)
{
Schedule(() => addBeatmapSet(s, Game));
}
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
ensurePlayingSelected();
changeBackground(Beatmap);
Content.FadeInFromZero(250);
beatmapInfoWedge.MoveToX(wedged_container_start_position.X - 50);
beatmapInfoWedge.MoveToX(wedged_container_start_position.X, 800, EasingTypes.OutQuint);
}
protected override void OnResuming(GameMode last)
{
player = null;
changeBackground(Beatmap);
ensurePlayingSelected();
base.OnResuming(last);
Content.FadeIn(250);
Content.ScaleTo(1, 250, EasingTypes.OutSine);
}
protected override void OnSuspending(GameMode next)
{
Content.ScaleTo(1.1f, 250, EasingTypes.InSine);
Content.FadeOut(250);
base.OnSuspending(next);
}
protected override bool OnExiting(GameMode next)
{
beatmapInfoWedge.MoveTo(wedged_container_start_position + new Vector2(-100, 50), 800, EasingTypes.InQuint);
beatmapInfoWedge.RotateTo(10, 800, EasingTypes.InQuint);
Content.FadeOut(100);
return base.OnExiting(next);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (playMode != null)
playMode.ValueChanged -= playMode_ValueChanged;
database.BeatmapSetAdded -= onDatabaseOnBeatmapSetAdded;
initialAddSetsTask.Cancel();
}
private void playMode_ValueChanged(object sender, EventArgs e)
{
}
private void changeBackground(WorkingBeatmap beatmap)
{
if (beatmap == null)
return;
var backgroundModeBeatmap = Background as BackgroundModeBeatmap;
if (backgroundModeBeatmap != null)
{
backgroundModeBeatmap.Beatmap = beatmap;
// TODO: Remove this once we have non-nullable Beatmap
(Background as BackgroundModeBeatmap)?.BlurTo(BACKGROUND_BLUR, 1000);
}
beatmapInfoWedge.UpdateBeatmap(beatmap);
}
/// <summary>
/// The global Beatmap was changed.
/// </summary>
protected override void OnBeatmapChanged(WorkingBeatmap beatmap)
{
base.OnBeatmapChanged(beatmap);
//todo: change background in selectionChanged instead; support per-difficulty backgrounds.
changeBackground(beatmap);
selectBeatmap(beatmap.BeatmapInfo);
}
private void selectBeatmap(BeatmapInfo beatmap)
{
carousel.SelectBeatmap(beatmap);
}
/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>
private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap)
{
bool beatmapSetChange = false;
if (!beatmap.Equals(Beatmap?.BeatmapInfo))
{
if (beatmap.BeatmapSetID == Beatmap?.BeatmapInfo.BeatmapSetID)
sampleChangeDifficulty.Play();
else
{
sampleChangeBeatmap.Play();
beatmapSetChange = true;
}
Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap);
}
ensurePlayingSelected(beatmapSetChange);
}
private void ensurePlayingSelected(bool preview = false)
{
AudioTrack track = Beatmap?.Track;
if (track != null)
{
trackManager.SetExclusive(track);
if (preview)
track.Seek(Beatmap.Beatmap.Metadata.PreviewTime);
track.Start();
}
}
private void addBeatmapSet(BeatmapSetInfo beatmapSet, BaseGame game)
{
beatmapSet = database.GetWithChildren<BeatmapSetInfo>(beatmapSet.BeatmapSetID);
beatmapSet.Beatmaps.ForEach(b =>
{
database.GetChildren(b);
if (b.Metadata == null) b.Metadata = beatmapSet.Metadata;
});
beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList();
var beatmap = new WorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault(), beatmapSet, database);
var group = new BeatmapGroup(beatmap)
{
SelectionChanged = selectionChanged,
StartRequested = b => start()
};
//for the time being, let's completely load the difficulty panels in the background.
//this likely won't scale so well, but allows us to completely async the loading flow.
Task.WhenAll(group.BeatmapPanels.Select(panel => panel.Preload(game))).ContinueWith(task => Schedule(delegate
{
carousel.AddGroup(group);
if (Beatmap == null)
carousel.SelectBeatmap(beatmapSet.Beatmaps.First());
else
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo));
if (panel != null)
carousel.SelectGroup(group, panel);
}
}));
}
private void addBeatmapSets(BaseGame game, CancellationToken token)
{
foreach (var beatmapSet in database.Query<BeatmapSetInfo>())
{
if (token.IsCancellationRequested) return;
addBeatmapSet(beatmapSet, game);
}
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
switch (args.Key)
{
case Key.Enter:
start();
return true;
}
return base.OnKeyDown(state, args);
}
}
}