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567 lines
20 KiB
C#
567 lines
20 KiB
C#
// Copyright (c) 2007-2018 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 OpenTK;
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using OpenTK.Input;
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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.Audio.Track;
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using osu.Framework.Configuration;
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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.EventArgs;
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using osu.Framework.Input.States;
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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.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Backgrounds;
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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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namespace osu.Game.Screens.Select
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{
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public abstract class SongSelect : OsuScreen
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{
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private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 245);
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private static readonly Vector2 background_blur = new Vector2(20);
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private const float left_area_padding = 20;
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public readonly FilterControl FilterControl;
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protected virtual bool ShowFooter => 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 readonly BeatmapOptionsOverlay BeatmapOptions;
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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 readonly Footer Footer;
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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 readonly Container FooterPanels;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap();
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protected Container LeftContent;
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protected readonly BeatmapCarousel Carousel;
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private readonly BeatmapInfoWedge beatmapInfoWedge;
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private DialogOverlay dialogOverlay;
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private BeatmapManager beatmaps;
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private SampleChannel sampleChangeDifficulty;
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private SampleChannel sampleChangeBeatmap;
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protected new readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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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(Ruleset);
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dependencies.CacheAs<IBindable<RulesetInfo>>(Ruleset);
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return dependencies;
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}
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protected SongSelect()
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{
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const float carousel_width = 640;
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const float filter_height = 100;
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AddRange(new Drawable[]
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{
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new ParallaxContainer
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{
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Padding = new MarginPadding { Top = filter_height },
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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 = carousel_width * 0.76f },
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}
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}
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},
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LeftContent = 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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Size = new Vector2(wedged_container_size.X, 1),
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Padding = new MarginPadding
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{
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Bottom = 50,
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Top = wedged_container_size.Y + left_area_padding,
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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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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Width = 2, //avoid horizontal masking so the panels don't clip when screen stack is pushed.
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Child = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Width = 0.5f,
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Children = new Drawable[]
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{
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Carousel = new BeatmapCarousel
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{
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Masking = false,
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(carousel_width, 1),
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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SelectionChanged = updateSelectedBeatmap,
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BeatmapSetsChanged = carouselBeatmapsLoaded,
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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 = filter_height,
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FilterChanged = c => Carousel.Filter(c),
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Background = { Width = 2 },
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Exit = () =>
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{
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if (IsCurrentScreen)
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Exit();
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},
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},
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}
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},
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},
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beatmapInfoWedge = new BeatmapInfoWedge
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{
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Size = wedged_container_size,
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding
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{
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Top = left_area_padding,
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Right = left_area_padding,
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},
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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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});
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if (ShowFooter)
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{
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Add(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.X,
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AutoSizeAxes = Axes.Y,
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Margin = new MarginPadding
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{
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Bottom = Footer.HEIGHT,
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},
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});
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Add(Footer = new Footer
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{
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OnBack = Exit,
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});
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FooterPanels.Add(BeatmapOptions = new BeatmapOptionsOverlay());
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}
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}
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[BackgroundDependencyLoader(true)]
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private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuColour colours)
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{
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// manual binding to parent ruleset to allow for delayed load in the incoming direction.
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base.Ruleset.ValueChanged += r => updateSelectedBeatmap(beatmapNoDebounce);
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Ruleset.ValueChanged += r => base.Ruleset.Value = r;
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if (Footer != null)
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{
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Footer.AddButton(@"random", colours.Green, triggerRandom, Key.F2);
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Footer.AddButton(@"options", colours.Blue, BeatmapOptions, Key.F3);
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BeatmapOptions.AddButton(@"Delete", @"Beatmap", FontAwesome.fa_trash, colours.Pink, () => delete(Beatmap.Value.BeatmapSetInfo), Key.Number4, float.MaxValue);
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}
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if (this.beatmaps == null)
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this.beatmaps = beatmaps;
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this.beatmaps.ItemAdded += onBeatmapSetAdded;
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this.beatmaps.ItemRemoved += onBeatmapSetRemoved;
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this.beatmaps.BeatmapHidden += onBeatmapHidden;
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this.beatmaps.BeatmapRestored += onBeatmapRestored;
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dialogOverlay = dialog;
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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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Carousel.BeatmapSets = this.beatmaps.GetAllUsableBeatmapSetsEnumerable();
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Beatmap.BindDisabledChanged(disabled => Carousel.AllowSelection = !disabled, true);
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Beatmap.BindValueChanged(workingBeatmapChanged);
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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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base.Ruleset.ValueChanged += r => updateSelectedBeatmap(beatmapNoDebounce);
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}
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public void Edit(BeatmapInfo beatmap)
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{
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value);
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Push(new Editor());
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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="beatmap">An optional beatmap to override the current carousel selection.</param>
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/// <param name="performStartAction">Whether to trigger <see cref="OnStart"/>.</param>
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public void FinaliseSelection(BeatmapInfo beatmap = null, bool performStartAction = true)
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{
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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.SelectedBeatmap == null) return;
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// if we have a pending filter operation, we want to run it now.
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// it could change selection (ie. if the ruleset has been changed).
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Carousel.FlushPendingFilterOperations();
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if (beatmap != null)
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Carousel.SelectBeatmap(beatmap);
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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 (performStartAction)
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OnStart();
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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 workingBeatmapChanged(WorkingBeatmap beatmap)
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{
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if (beatmap is DummyWorkingBeatmap) return;
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if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
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// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
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if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value)
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{
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base.Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
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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 beatmapNoDebounce;
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private RulesetInfo rulesetNoDebounce;
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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 updateSelectedBeatmap(BeatmapInfo beatmap)
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{
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var ruleset = base.Ruleset.Value;
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void performLoad()
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{
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WorkingBeatmap working = Beatmap.Value;
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bool preview = false;
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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 (beatmap?.Equals(Beatmap.Value.BeatmapInfo) != true)
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{
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preview = beatmap?.BeatmapSetInfoID != Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID;
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working = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value);
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}
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working.Mods.Value = Enumerable.Empty<Mod>();
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Beatmap.Value = working;
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Ruleset.Value = ruleset;
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ensurePlayingSelected(preview);
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UpdateBeatmap(Beatmap.Value);
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}
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if (beatmap?.Equals(beatmapNoDebounce) == true && ruleset?.Equals(rulesetNoDebounce) == true)
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return;
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selectionChangedDebounce?.Cancel();
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beatmapNoDebounce = beatmap;
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rulesetNoDebounce = ruleset;
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if (beatmap == null)
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performLoad();
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else
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{
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if (beatmap.BeatmapSetInfoID == beatmapNoDebounce?.BeatmapSetInfoID)
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sampleChangeDifficulty.Play();
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else
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sampleChangeBeatmap.Play();
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if (beatmap == Beatmap.Value.BeatmapInfo)
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performLoad();
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else
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selectionChangedDebounce = Scheduler.AddDelayed(performLoad, 200);
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}
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}
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private void triggerRandom()
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{
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if (GetContainingInputManager().CurrentState.Keyboard.ShiftPressed)
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Carousel.SelectPreviousRandom();
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else
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Carousel.SelectNextRandom();
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}
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protected override void OnEntering(Screen last)
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{
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base.OnEntering(last);
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Content.FadeInFromZero(250);
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FilterControl.Activate();
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}
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private const double logo_transition = 250;
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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logo.RelativePositionAxes = Axes.Both;
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Vector2 position = new Vector2(0.95f, 0.96f);
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if (logo.Alpha > 0.8f)
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{
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logo.MoveTo(position, 500, Easing.OutQuint);
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}
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else
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{
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logo.Hide();
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logo.ScaleTo(0.2f);
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logo.MoveTo(position);
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}
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logo.FadeIn(logo_transition, Easing.OutQuint);
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logo.ScaleTo(0.4f, logo_transition, Easing.OutQuint);
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logo.Action = () =>
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{
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FinaliseSelection();
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return false;
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};
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}
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protected override void LogoExiting(OsuLogo logo)
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{
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base.LogoExiting(logo);
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logo.ScaleTo(0.2f, logo_transition / 2, Easing.Out);
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logo.FadeOut(logo_transition / 2, Easing.Out);
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}
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protected override void OnResuming(Screen last)
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{
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if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending)
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{
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UpdateBeatmap(Beatmap.Value);
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ensurePlayingSelected();
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}
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base.OnResuming(last);
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Content.FadeIn(250);
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Content.ScaleTo(1, 250, Easing.OutSine);
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FilterControl.Activate();
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}
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protected override void OnSuspending(Screen next)
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{
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Content.ScaleTo(1.1f, 250, Easing.InSine);
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Content.FadeOut(250);
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FilterControl.Deactivate();
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base.OnSuspending(next);
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}
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protected override bool OnExiting(Screen next)
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{
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FinaliseSelection(performStartAction: false);
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beatmapInfoWedge.State = Visibility.Hidden;
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Content.FadeOut(100);
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FilterControl.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 (beatmaps != null)
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{
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beatmaps.ItemAdded -= onBeatmapSetAdded;
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beatmaps.ItemRemoved -= onBeatmapSetRemoved;
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beatmaps.BeatmapHidden -= onBeatmapHidden;
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beatmaps.BeatmapRestored -= onBeatmapRestored;
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}
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}
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/// <summary>
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/// Allow components in SongSelect to update their loaded beatmap details.
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/// This is a debounced call (unlike directly binding to WorkingBeatmap.ValueChanged).
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/// </summary>
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/// <param name="beatmap">The working beatmap.</param>
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protected virtual void UpdateBeatmap(WorkingBeatmap beatmap)
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{
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if (Background is BackgroundScreenBeatmap backgroundModeBeatmap)
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{
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backgroundModeBeatmap.Beatmap = beatmap;
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backgroundModeBeatmap.BlurTo(background_blur, 750, Easing.OutQuint);
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backgroundModeBeatmap.FadeTo(1, 250);
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}
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beatmapInfoWedge.Beatmap = beatmap;
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}
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private void ensurePlayingSelected(bool preview = false)
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{
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Track track = Beatmap.Value.Track;
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if (!track.IsRunning)
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{
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// Ensure the track is added to the TrackManager, since it is removed after the player finishes the map.
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// Using AddItemToList rather than AddItem so that it doesn't attempt to register adjustment dependencies more than once.
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Game.Audio.Track.AddItemToList(track);
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if (preview) track.Seek(Beatmap.Value.Metadata.PreviewTime);
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track.Start();
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}
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}
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private void onBeatmapSetAdded(BeatmapSetInfo s) => Carousel.UpdateBeatmapSet(s);
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private void onBeatmapSetRemoved(BeatmapSetInfo s) => Carousel.RemoveBeatmapSet(s);
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private void onBeatmapRestored(BeatmapInfo b) => Carousel.UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
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private void onBeatmapHidden(BeatmapInfo b) => Carousel.UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
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private void carouselBeatmapsLoaded()
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{
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if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false
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&& Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false))
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return;
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if (Carousel.SelectedBeatmapSet == null && !Carousel.SelectNextRandom())
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{
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// in the case random selection failed, we want to trigger selectionChanged
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// to show the dummy beatmap (we have nothing else to display).
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updateSelectedBeatmap(null);
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}
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}
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private void delete(BeatmapSetInfo beatmap)
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{
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if (beatmap == null) return;
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dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap));
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}
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public override bool OnPressed(GlobalAction action)
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{
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if (!IsCurrentScreen) return false;
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switch (action)
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{
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case GlobalAction.Select:
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FinaliseSelection();
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return true;
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}
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return base.OnPressed(action);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat) return false;
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switch (args.Key)
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{
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case Key.Delete:
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if (state.Keyboard.ShiftPressed)
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{
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if (!Beatmap.IsDefault)
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delete(Beatmap.Value.BeatmapSetInfo);
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return true;
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}
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break;
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}
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return base.OnKeyDown(state, args);
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}
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private class ResetScrollContainer : Container
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{
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private readonly Action onHoverAction;
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public ResetScrollContainer(Action onHoverAction)
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{
|
|
this.onHoverAction = onHoverAction;
|
|
}
|
|
|
|
protected override bool OnHover(InputState state)
|
|
{
|
|
onHoverAction?.Invoke();
|
|
return base.OnHover(state);
|
|
}
|
|
}
|
|
}
|
|
}
|