mirror of
https://github.com/ppy/osu.git
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805 lines
29 KiB
C#
805 lines
29 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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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Configuration;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Overlays;
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using osu.Framework.Logging;
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using osu.Framework.Allocation;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osuTK;
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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.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Platform;
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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;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Play;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.Chat;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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using osu.Game.Overlays.Volume;
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using osu.Game.Scoring;
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using osu.Game.Screens.Select;
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using osu.Game.Utils;
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using LogLevel = osu.Framework.Logging.LogLevel;
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namespace osu.Game
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{
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/// <summary>
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/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
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/// for initial components that are generally retrieved via DI.
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/// </summary>
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public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
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{
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public Toolbar Toolbar;
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private ChatOverlay chatOverlay;
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private ChannelManager channelManager;
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private MusicController musicController;
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private NotificationOverlay notifications;
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private DialogOverlay dialogOverlay;
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private AccountCreationOverlay accountCreation;
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private DirectOverlay direct;
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private SocialOverlay social;
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private UserProfileOverlay userProfile;
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private BeatmapSetOverlay beatmapSetOverlay;
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[Cached]
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private readonly ScreenshotManager screenshotManager = new ScreenshotManager();
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protected RavenLogger RavenLogger;
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public virtual Storage GetStorageForStableInstall() => null;
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public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
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private IdleTracker idleTracker;
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public readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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private BackgroundScreenStack backgroundStack;
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private ParallaxContainer backgroundParallax;
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private ScreenStack screenStack;
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private VolumeOverlay volume;
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private OnScreenDisplay onscreenDisplay;
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private OsuLogo osuLogo;
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private MainMenu menuScreen;
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private Intro introScreen;
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private Bindable<int> configRuleset;
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private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
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private Bindable<int> configSkin;
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private readonly string[] args;
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private SettingsOverlay settings;
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private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
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private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
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// todo: move this to SongSelect once Screen has the ability to unsuspend.
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[Cached]
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[Cached(Type = typeof(IBindable<IEnumerable<Mod>>))]
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private readonly Bindable<IEnumerable<Mod>> selectedMods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
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public OsuGame(string[] args = null)
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{
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this.args = args;
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forwardLoggedErrorsToNotifications();
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RavenLogger = new RavenLogger(this);
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}
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public void ToggleSettings() => settings.ToggleVisibility();
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public void ToggleDirect() => direct.ToggleVisibility();
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private void updateBlockingOverlayFade() =>
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screenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
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public void AddBlockingOverlay(OverlayContainer overlay)
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{
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if (!visibleBlockingOverlays.Contains(overlay))
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visibleBlockingOverlays.Add(overlay);
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updateBlockingOverlayFade();
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}
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public void RemoveBlockingOverlay(OverlayContainer overlay)
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{
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visibleBlockingOverlays.Remove(overlay);
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updateBlockingOverlayFade();
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}
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/// <summary>
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/// Close all game-wide overlays.
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/// </summary>
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/// <param name="toolbar">Whether the toolbar should also be hidden.</param>
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public void CloseAllOverlays(bool toolbar = true)
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{
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foreach (var overlay in overlays)
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overlay.State = Visibility.Hidden;
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if (toolbar) Toolbar.State = Visibility.Hidden;
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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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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager frameworkConfig)
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{
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this.frameworkConfig = frameworkConfig;
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ScoreManager.ItemAdded += (score, _, silent) => Schedule(() => LoadScore(score, silent));
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if (!Host.IsPrimaryInstance)
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{
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Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error);
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Environment.Exit(0);
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}
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if (args?.Length > 0)
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{
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var paths = args.Where(a => !a.StartsWith(@"-")).ToArray();
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if (paths.Length > 0)
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Task.Run(() => Import(paths));
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}
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dependencies.CacheAs(this);
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dependencies.Cache(RavenLogger);
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dependencies.CacheAs(ruleset);
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dependencies.CacheAs<IBindable<RulesetInfo>>(ruleset);
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dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 });
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// bind config int to database RulesetInfo
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configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
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ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
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ruleset.ValueChanged += r => configRuleset.Value = r.NewValue.ID ?? 0;
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// bind config int to database SkinInfo
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configSkin = LocalConfig.GetBindable<int>(OsuSetting.Skin);
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SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID;
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configSkin.ValueChanged += skinId => SkinManager.CurrentSkinInfo.Value = SkinManager.Query(s => s.ID == skinId.NewValue) ?? SkinInfo.Default;
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configSkin.TriggerChange();
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LocalConfig.BindWith(OsuSetting.VolumeInactive, inactiveVolumeAdjust);
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IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
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}
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private ExternalLinkOpener externalLinkOpener;
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public void OpenUrlExternally(string url)
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{
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if (url.StartsWith("/"))
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url = $"{API.Endpoint}{url}";
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externalLinkOpener.OpenUrlExternally(url);
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}
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private ScheduledDelegate scoreLoad;
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/// <summary>
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/// Show a beatmap set as an overlay.
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/// </summary>
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/// <param name="setId">The set to display.</param>
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public void ShowBeatmapSet(int setId) => beatmapSetOverlay.FetchAndShowBeatmapSet(setId);
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/// <summary>
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/// Present a beatmap at song select.
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/// </summary>
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/// <param name="beatmap">The beatmap to select.</param>
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public void PresentBeatmap(BeatmapSetInfo beatmap)
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{
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if (menuScreen == null)
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{
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Schedule(() => PresentBeatmap(beatmap));
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return;
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}
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CloseAllOverlays(false);
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void setBeatmap()
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{
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if (Beatmap.Disabled)
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{
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Schedule(setBeatmap);
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return;
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}
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var databasedSet = beatmap.OnlineBeatmapSetID != null ? BeatmapManager.QueryBeatmapSet(s => s.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID) : BeatmapManager.QueryBeatmapSet(s => s.Hash == beatmap.Hash);
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if (databasedSet != null)
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{
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// Use first beatmap available for current ruleset, else switch ruleset.
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var first = databasedSet.Beatmaps.Find(b => b.Ruleset == ruleset.Value) ?? databasedSet.Beatmaps.First();
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ruleset.Value = first.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first);
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}
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}
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switch (screenStack.CurrentScreen)
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{
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case SongSelect _:
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break;
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default:
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// navigate to song select if we are not already there.
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menuScreen.MakeCurrent();
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menuScreen.LoadToSolo();
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break;
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}
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setBeatmap();
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}
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/// <summary>
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/// Show a user's profile as an overlay.
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/// </summary>
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/// <param name="userId">The user to display.</param>
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public void ShowUser(long userId) => userProfile.ShowUser(userId);
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/// <summary>
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/// Show a beatmap's set as an overlay, displaying the given beatmap.
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/// </summary>
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/// <param name="beatmapId">The beatmap to show.</param>
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public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
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protected void LoadScore(ScoreInfo score, bool silent)
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{
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if (silent)
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return;
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scoreLoad?.Cancel();
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if (menuScreen == null)
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{
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scoreLoad = Schedule(() => LoadScore(score, false));
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return;
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}
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var databasedScore = ScoreManager.GetScore(score);
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var databasedScoreInfo = databasedScore.ScoreInfo;
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if (databasedScore.Replay == null)
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{
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Logger.Log("The loaded score has no replay data.", LoggingTarget.Information);
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return;
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}
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var databasedBeatmap = BeatmapManager.QueryBeatmap(b => b.ID == databasedScoreInfo.Beatmap.ID);
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if (databasedBeatmap == null)
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{
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Logger.Log("Tried to load a score for a beatmap we don't have!", LoggingTarget.Information);
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return;
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}
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if ((screenStack.CurrentScreen as IOsuScreen)?.AllowExternalScreenChange == false)
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{
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notifications.Post(new SimpleNotification
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{
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Text = $"Click here to watch {databasedScoreInfo.User.Username} on {databasedScoreInfo.Beatmap}",
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Activated = () =>
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{
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loadScore();
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return true;
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}
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});
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return;
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}
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loadScore();
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void loadScore()
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{
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if (!menuScreen.IsCurrentScreen() || Beatmap.Disabled)
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{
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menuScreen.MakeCurrent();
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this.Delay(500).Schedule(loadScore, out scoreLoad);
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return;
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}
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ruleset.Value = databasedScoreInfo.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap);
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Beatmap.Value.Mods.Value = databasedScoreInfo.Mods;
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menuScreen.Push(new PlayerLoader(() => new ReplayPlayer(databasedScore)));
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}
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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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RavenLogger.Dispose();
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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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// The next time this is updated is in UpdateAfterChildren, which occurs too late and results
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// in the cursor being shown for a few frames during the intro.
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// This prevents the cursor from showing until we have a screen with CursorVisible = true
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MenuCursorContainer.CanShowCursor = menuScreen?.CursorVisible ?? false;
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// todo: all archive managers should be able to be looped here.
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SkinManager.PostNotification = n => notifications?.Post(n);
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SkinManager.GetStableStorage = GetStorageForStableInstall;
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BeatmapManager.PostNotification = n => notifications?.Post(n);
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BeatmapManager.GetStableStorage = GetStorageForStableInstall;
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BeatmapManager.PresentBeatmap = PresentBeatmap;
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Container logoContainer;
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AddRange(new Drawable[]
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{
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new VolumeControlReceptor
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{
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RelativeSizeAxes = Axes.Both,
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ActionRequested = action => volume.Adjust(action),
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ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
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},
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screenContainer = new ScalingContainer(ScalingMode.ExcludeOverlays)
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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backgroundParallax = new ParallaxContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = backgroundStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both },
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},
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screenStack = new ScreenStack { RelativeSizeAxes = Axes.Both },
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logoContainer = new Container { RelativeSizeAxes = Axes.Both },
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}
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},
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overlayContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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floatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue },
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idleTracker = new GameIdleTracker(6000)
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});
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dependencies.Cache(backgroundStack);
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screenStack.ScreenPushed += screenPushed;
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screenStack.ScreenExited += screenExited;
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loadComponentSingleFile(osuLogo, logoContainer.Add);
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loadComponentSingleFile(new Loader
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{
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RelativeSizeAxes = Axes.Both
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}, screenStack.Push);
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loadComponentSingleFile(Toolbar = new Toolbar
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{
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Depth = -5,
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OnHome = delegate
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{
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CloseAllOverlays(false);
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menuScreen?.MakeCurrent();
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},
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}, floatingOverlayContent.Add);
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loadComponentSingleFile(volume = new VolumeOverlay(), floatingOverlayContent.Add);
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loadComponentSingleFile(onscreenDisplay = new OnScreenDisplay(), Add);
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loadComponentSingleFile(screenshotManager, Add);
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//overlay elements
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loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, overlayContent.Add);
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loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, overlayContent.Add);
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loadComponentSingleFile(channelManager = new ChannelManager(), AddInternal);
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loadComponentSingleFile(chatOverlay = new ChatOverlay { Depth = -1 }, overlayContent.Add);
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loadComponentSingleFile(settings = new MainSettings
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{
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GetToolbarHeight = () => ToolbarOffset,
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Depth = -1
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}, floatingOverlayContent.Add);
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loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, overlayContent.Add);
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loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, overlayContent.Add);
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loadComponentSingleFile(musicController = new MusicController
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{
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Depth = -5,
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Position = new Vector2(0, Toolbar.HEIGHT),
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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}, floatingOverlayContent.Add);
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loadComponentSingleFile(notifications = new NotificationOverlay
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{
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GetToolbarHeight = () => ToolbarOffset,
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Depth = -4,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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}, floatingOverlayContent.Add);
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loadComponentSingleFile(accountCreation = new AccountCreationOverlay
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{
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Depth = -6,
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}, floatingOverlayContent.Add);
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loadComponentSingleFile(dialogOverlay = new DialogOverlay
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{
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Depth = -7,
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}, floatingOverlayContent.Add);
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loadComponentSingleFile(externalLinkOpener = new ExternalLinkOpener
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{
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Depth = -8,
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}, floatingOverlayContent.Add);
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dependencies.CacheAs(idleTracker);
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dependencies.Cache(settings);
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dependencies.Cache(onscreenDisplay);
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dependencies.Cache(social);
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dependencies.Cache(direct);
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dependencies.Cache(chatOverlay);
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dependencies.Cache(channelManager);
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dependencies.Cache(userProfile);
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dependencies.Cache(musicController);
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dependencies.Cache(beatmapSetOverlay);
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dependencies.Cache(notifications);
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dependencies.Cache(dialogOverlay);
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dependencies.Cache(accountCreation);
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chatOverlay.StateChanged += state => channelManager.HighPollRate.Value = state == Visibility.Visible;
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Add(externalLinkOpener = new ExternalLinkOpener());
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var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications };
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overlays.AddRange(singleDisplaySideOverlays);
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foreach (var overlay in singleDisplaySideOverlays)
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{
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overlay.StateChanged += state =>
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{
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if (state == Visibility.Hidden) return;
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singleDisplaySideOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
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var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
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overlays.AddRange(informationalOverlays);
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foreach (var overlay in informationalOverlays)
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{
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overlay.StateChanged += state =>
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{
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if (state == Visibility.Hidden) return;
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informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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// ensure only one of these overlays are open at once.
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var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct };
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overlays.AddRange(singleDisplayOverlays);
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foreach (var overlay in singleDisplayOverlays)
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{
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overlay.StateChanged += state =>
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{
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// informational overlays should be dismissed on a show or hide of a full overlay.
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informationalOverlays.ForEach(o => o.Hide());
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if (state == Visibility.Hidden) return;
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singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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OverlayActivationMode.ValueChanged += mode =>
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{
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if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
|
|
};
|
|
|
|
void updateScreenOffset()
|
|
{
|
|
float offset = 0;
|
|
|
|
if (settings.State == Visibility.Visible)
|
|
offset += ToolbarButton.WIDTH / 2;
|
|
if (notifications.State == Visibility.Visible)
|
|
offset -= ToolbarButton.WIDTH / 2;
|
|
|
|
screenContainer.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint);
|
|
}
|
|
|
|
settings.StateChanged += _ => updateScreenOffset();
|
|
notifications.StateChanged += _ => updateScreenOffset();
|
|
}
|
|
|
|
public class GameIdleTracker : IdleTracker
|
|
{
|
|
private InputManager inputManager;
|
|
|
|
public GameIdleTracker(int time)
|
|
: base(time)
|
|
{
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
inputManager = GetContainingInputManager();
|
|
}
|
|
|
|
protected override bool AllowIdle => inputManager.FocusedDrawable == null;
|
|
}
|
|
|
|
private void forwardLoggedErrorsToNotifications()
|
|
{
|
|
int recentLogCount = 0;
|
|
|
|
const double debounce = 5000;
|
|
|
|
Logger.NewEntry += entry =>
|
|
{
|
|
if (entry.Level < LogLevel.Important || entry.Target == null) return;
|
|
|
|
const int short_term_display_limit = 3;
|
|
|
|
if (recentLogCount < short_term_display_limit)
|
|
{
|
|
Schedule(() => notifications.Post(new SimpleNotification
|
|
{
|
|
Icon = entry.Level == LogLevel.Important ? FontAwesome.fa_exclamation_circle : FontAwesome.fa_bomb,
|
|
Text = entry.Message + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty),
|
|
}));
|
|
}
|
|
else if (recentLogCount == short_term_display_limit)
|
|
{
|
|
Schedule(() => notifications.Post(new SimpleNotification
|
|
{
|
|
Icon = FontAwesome.fa_ellipsis_h,
|
|
Text = "Subsequent messages have been logged. Click to view log files.",
|
|
Activated = () =>
|
|
{
|
|
Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer();
|
|
return true;
|
|
}
|
|
}));
|
|
}
|
|
|
|
Interlocked.Increment(ref recentLogCount);
|
|
Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce);
|
|
};
|
|
}
|
|
|
|
private Task asyncLoadStream;
|
|
|
|
private void loadComponentSingleFile<T>(T d, Action<T> add)
|
|
where T : Drawable
|
|
{
|
|
// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
|
|
// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
|
|
// we could avoid the need for scheduling altogether.
|
|
Schedule(() =>
|
|
{
|
|
var previousLoadStream = asyncLoadStream;
|
|
|
|
//chain with existing load stream
|
|
asyncLoadStream = Task.Run(async () =>
|
|
{
|
|
if (previousLoadStream != null)
|
|
await previousLoadStream;
|
|
|
|
try
|
|
{
|
|
Logger.Log($"Loading {d}...", level: LogLevel.Debug);
|
|
|
|
// Since this is running in a separate thread, it is possible for OsuGame to be disposed after LoadComponentAsync has been called
|
|
// throwing an exception. To avoid this, the call is scheduled on the update thread, which does not run if IsDisposed = true
|
|
Task task = null;
|
|
var del = new ScheduledDelegate(() => task = LoadComponentAsync(d, add));
|
|
Scheduler.Add(del);
|
|
|
|
// The delegate won't complete if OsuGame has been disposed in the meantime
|
|
while (!IsDisposed && !del.Completed)
|
|
await Task.Delay(10);
|
|
|
|
// Either we're disposed or the load process has started successfully
|
|
if (IsDisposed)
|
|
return;
|
|
|
|
Debug.Assert(task != null);
|
|
|
|
await task;
|
|
|
|
Logger.Log($"Loaded {d}!", level: LogLevel.Debug);
|
|
}
|
|
catch (OperationCanceledException)
|
|
{
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
public bool OnPressed(GlobalAction action)
|
|
{
|
|
if (introScreen == null) return false;
|
|
|
|
switch (action)
|
|
{
|
|
case GlobalAction.ToggleChat:
|
|
chatOverlay.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ToggleSocial:
|
|
social.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ResetInputSettings:
|
|
var sensitivity = frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity);
|
|
|
|
sensitivity.Disabled = false;
|
|
sensitivity.Value = 1;
|
|
sensitivity.Disabled = true;
|
|
|
|
frameworkConfig.Set(FrameworkSetting.IgnoredInputHandlers, string.Empty);
|
|
frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
|
|
return true;
|
|
case GlobalAction.ToggleToolbar:
|
|
Toolbar.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ToggleSettings:
|
|
settings.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ToggleDirect:
|
|
direct.ToggleVisibility();
|
|
return true;
|
|
case GlobalAction.ToggleGameplayMouseButtons:
|
|
LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private readonly BindableDouble inactiveVolumeAdjust = new BindableDouble();
|
|
|
|
private void updateActiveState(bool isActive)
|
|
{
|
|
if (isActive)
|
|
Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
|
|
else
|
|
Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
|
|
}
|
|
|
|
public bool OnReleased(GlobalAction action) => false;
|
|
|
|
private Container overlayContent;
|
|
|
|
private Container floatingOverlayContent;
|
|
|
|
private FrameworkConfigManager frameworkConfig;
|
|
private ScalingContainer screenContainer;
|
|
|
|
protected override bool OnExiting()
|
|
{
|
|
if (screenStack.CurrentScreen is Loader)
|
|
return false;
|
|
|
|
if (introScreen == null)
|
|
return true;
|
|
|
|
if (!introScreen.DidLoadMenu || !(screenStack.CurrentScreen is Intro))
|
|
{
|
|
Scheduler.Add(introScreen.MakeCurrent);
|
|
return true;
|
|
}
|
|
|
|
return base.OnExiting();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Use to programatically exit the game as if the user was triggering via alt-f4.
|
|
/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
|
|
/// </summary>
|
|
public void GracefullyExit()
|
|
{
|
|
if (!OnExiting())
|
|
Exit();
|
|
else
|
|
Scheduler.AddDelayed(GracefullyExit, 2000);
|
|
}
|
|
|
|
protected override void UpdateAfterChildren()
|
|
{
|
|
base.UpdateAfterChildren();
|
|
|
|
screenContainer.Padding = new MarginPadding { Top = ToolbarOffset };
|
|
overlayContent.Padding = new MarginPadding { Top = ToolbarOffset };
|
|
|
|
MenuCursorContainer.CanShowCursor = (screenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false;
|
|
}
|
|
|
|
protected virtual void ScreenChanged(IScreen current, IScreen newScreen)
|
|
{
|
|
switch (newScreen)
|
|
{
|
|
case Intro intro:
|
|
introScreen = intro;
|
|
break;
|
|
case MainMenu menu:
|
|
menuScreen = menu;
|
|
break;
|
|
}
|
|
|
|
if (newScreen is IOsuScreen newOsuScreen)
|
|
{
|
|
backgroundParallax.ParallaxAmount = ParallaxContainer.DEFAULT_PARALLAX_AMOUNT * newOsuScreen.BackgroundParallaxAmount;
|
|
|
|
OverlayActivationMode.Value = newOsuScreen.InitialOverlayActivationMode;
|
|
|
|
if (newOsuScreen.HideOverlaysOnEnter)
|
|
CloseAllOverlays();
|
|
else
|
|
Toolbar.State = Visibility.Visible;
|
|
}
|
|
}
|
|
|
|
private void screenPushed(IScreen lastScreen, IScreen newScreen)
|
|
{
|
|
ScreenChanged(lastScreen, newScreen);
|
|
Logger.Log($"Screen changed → {newScreen}");
|
|
}
|
|
|
|
private void screenExited(IScreen lastScreen, IScreen newScreen)
|
|
{
|
|
ScreenChanged(lastScreen, newScreen);
|
|
Logger.Log($"Screen changed ← {newScreen}");
|
|
|
|
if (newScreen == null)
|
|
Exit();
|
|
}
|
|
}
|
|
}
|