mirror of
https://github.com/ppy/osu.git
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5aa90df819
Tidies up ToolbarModeSelector a lot by using DI.
344 lines
11 KiB
C#
344 lines
11 KiB
C#
// Copyright (c) 2007-2017 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 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.Input;
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using osu.Game.Input;
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using OpenTK.Input;
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using osu.Framework.Logging;
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using osu.Game.Graphics.UserInterface.Volume;
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using osu.Framework.Allocation;
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using osu.Framework.Timing;
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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 OpenTK;
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using System.Linq;
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using osu.Framework.Graphics.Primitives;
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using System.Threading.Tasks;
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using osu.Framework.Threading;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.Play;
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namespace osu.Game
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{
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public class OsuGame : OsuGameBase
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{
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public Toolbar Toolbar;
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private ChatOverlay chat;
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private MusicController musicController;
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private NotificationManager notificationManager;
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private DialogOverlay dialogOverlay;
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private Intro intro
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{
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get
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{
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Screen s = screenStack;
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while (s != null && !(s is Intro))
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s = s.ChildScreen;
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return s as Intro;
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}
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}
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private OsuScreen screenStack;
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private VolumeControl volume;
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private Bindable<int> configRuleset;
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public Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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private readonly string[] args;
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private OptionsOverlay options;
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public OsuGame(string[] args = null)
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{
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this.args = args;
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}
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public void ToggleOptions() => options.ToggleVisibility();
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[BackgroundDependencyLoader]
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private void load()
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{
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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(@"-"));
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Task.Run(() => BeatmapDatabase.Import(paths));
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}
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Dependencies.Cache(this);
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configRuleset = LocalConfig.GetBindable<int>(OsuConfig.Ruleset);
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Ruleset.Value = RulesetDatabase.GetRuleset(configRuleset.Value);
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Ruleset.ValueChanged += r => configRuleset.Value = r.ID ?? 0;
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}
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private ScheduledDelegate scoreLoad;
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protected void LoadScore(Score s)
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{
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scoreLoad?.Cancel();
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var menu = intro.ChildScreen;
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if (menu == null)
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{
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scoreLoad = Schedule(() => LoadScore(s));
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return;
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}
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if (!menu.IsCurrentScreen)
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{
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menu.MakeCurrent();
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Delay(500);
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scoreLoad = Schedule(() => LoadScore(s));
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return;
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}
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if (s.Beatmap == null)
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{
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notificationManager.Post(new SimpleNotification
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{
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Text = @"Tried to load a score for a beatmap we don't have!",
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Icon = FontAwesome.fa_life_saver,
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});
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return;
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}
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Beatmap.Value = BeatmapDatabase.GetWorkingBeatmap(s.Beatmap);
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menu.Push(new PlayerLoader(new ReplayPlayer(s.Replay)));
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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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Add(new Drawable[] {
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new VolumeControlReceptor
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{
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RelativeSizeAxes = Axes.Both,
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ActionRequested = delegate(InputState state) { volume.Adjust(state); }
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},
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mainContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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volume = new VolumeControl(),
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overlayContent = new Container{ RelativeSizeAxes = Axes.Both },
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new GlobalHotkeys //exists because UserInputManager is at a level below us.
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{
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Handler = globalHotkeyPressed
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}
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});
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LoadComponentAsync(screenStack = new Loader(), d =>
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{
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screenStack.ModePushed += screenAdded;
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screenStack.Exited += screenRemoved;
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mainContent.Add(screenStack);
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});
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//overlay elements
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LoadComponentAsync(chat = new ChatOverlay { Depth = 0 }, overlayContent.Add);
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LoadComponentAsync(options = new OptionsOverlay { Depth = -1 }, overlayContent.Add);
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LoadComponentAsync(musicController = new MusicController
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{
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Depth = -2,
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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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}, overlayContent.Add);
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LoadComponentAsync(notificationManager = new NotificationManager
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{
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Depth = -2,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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}, overlayContent.Add);
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LoadComponentAsync(dialogOverlay = new DialogOverlay
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{
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Depth = -4,
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}, overlayContent.Add);
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Logger.NewEntry += entry =>
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{
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if (entry.Level < LogLevel.Important) return;
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notificationManager.Post(new SimpleNotification
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{
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Text = $@"{entry.Level}: {entry.Message}"
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});
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};
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Dependencies.Cache(options);
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Dependencies.Cache(chat);
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Dependencies.Cache(musicController);
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Dependencies.Cache(notificationManager);
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Dependencies.Cache(dialogOverlay);
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LoadComponentAsync(Toolbar = new Toolbar
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{
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Depth = -3,
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OnHome = delegate { intro?.ChildScreen?.MakeCurrent(); },
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}, overlayContent.Add);
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options.StateChanged += delegate
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{
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switch (options.State)
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{
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case Visibility.Hidden:
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intro.MoveToX(0, OptionsOverlay.TRANSITION_LENGTH, EasingTypes.OutQuint);
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break;
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case Visibility.Visible:
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intro.MoveToX(OptionsOverlay.SIDEBAR_WIDTH / 2, OptionsOverlay.TRANSITION_LENGTH, EasingTypes.OutQuint);
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break;
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}
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};
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Cursor.State = Visibility.Hidden;
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}
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private bool globalHotkeyPressed(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat || intro == null) return false;
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switch (args.Key)
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{
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case Key.F8:
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chat.ToggleVisibility();
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return true;
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case Key.PageUp:
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case Key.PageDown:
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var swClock = (Clock as ThrottledFrameClock)?.Source as StopwatchClock;
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if (swClock == null) return false;
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swClock.Rate *= args.Key == Key.PageUp ? 1.1f : 0.9f;
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Logger.Log($@"Adjusting game clock to {swClock.Rate}", LoggingTarget.Debug);
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return true;
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}
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if (state.Keyboard.ControlPressed)
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{
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switch (args.Key)
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{
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case Key.T:
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Toolbar.ToggleVisibility();
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return true;
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case Key.O:
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options.ToggleVisibility();
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return true;
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}
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}
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return false;
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}
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public event Action<Screen> ScreenChanged;
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private Container mainContent;
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private Container overlayContent;
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private OsuScreen currentScreen;
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private void screenChanged(Screen newScreen)
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{
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currentScreen = newScreen as OsuScreen;
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if (currentScreen == null)
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{
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Exit();
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return;
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}
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//central game screen change logic.
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if (!currentScreen.ShowOverlays)
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{
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options.State = Visibility.Hidden;
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Toolbar.State = Visibility.Hidden;
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musicController.State = Visibility.Hidden;
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chat.State = Visibility.Hidden;
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}
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else
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{
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Toolbar.State = Visibility.Visible;
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}
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ScreenChanged?.Invoke(newScreen);
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}
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protected override bool OnExiting()
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{
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if (screenStack.ChildScreen == null) return false;
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if (intro == null) return true;
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if (!intro.DidLoadMenu || intro.ChildScreen != null)
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{
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Scheduler.Add(intro.MakeCurrent);
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return true;
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}
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return base.OnExiting();
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}
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/// <summary>
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/// Use to programatically exit the game as if the user was triggering via alt-f4.
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/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
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/// </summary>
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public void GracefullyExit()
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{
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if (!OnExiting())
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Exit();
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else
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Scheduler.AddDelayed(GracefullyExit, 2000);
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (intro?.ChildScreen != null)
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intro.ChildScreen.Padding = new MarginPadding { Top = Toolbar.Position.Y + Toolbar.DrawHeight };
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Cursor.State = currentScreen?.HasLocalCursorDisplayed == false ? Visibility.Visible : Visibility.Hidden;
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}
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private void screenAdded(Screen newScreen)
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{
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newScreen.ModePushed += screenAdded;
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newScreen.Exited += screenRemoved;
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screenChanged(newScreen);
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}
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private void screenRemoved(Screen newScreen)
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{
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screenChanged(newScreen);
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}
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}
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}
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