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osu-lazer/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.cs
Dean Herbert df24f7a81e
Merge pull request #14256 from smoogipoo/multiplayer-header-redesign
Update multiplayer header to the latest designs
2021-08-13 16:16:25 +09:00

269 lines
8.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Screens;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.OnlinePlay.Match.Components;
namespace osu.Game.Screens.OnlinePlay.Match
{
[Cached(typeof(IPreviewTrackOwner))]
public abstract class RoomSubScreen : OnlinePlaySubScreen, IPreviewTrackOwner
{
[Cached(typeof(IBindable<PlaylistItem>))]
protected readonly Bindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
public override bool DisallowExternalBeatmapRulesetChanges => true;
private readonly ModSelectOverlay userModsSelectOverlay;
/// <summary>
/// A container that provides controls for selection of user mods.
/// This will be shown/hidden automatically when applicable.
/// </summary>
protected Drawable UserModsSection;
private Sample sampleStart;
/// <summary>
/// Any mods applied by/to the local user.
/// </summary>
protected readonly Bindable<IReadOnlyList<Mod>> UserMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
[Resolved]
private MusicController music { get; set; }
[Resolved]
private BeatmapManager beatmapManager { get; set; }
[Resolved(canBeNull: true)]
protected OnlinePlayScreen ParentScreen { get; private set; }
private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
[Cached]
protected OnlinePlayBeatmapAvailabilityTracker BeatmapAvailabilityTracker { get; }
protected IBindable<BeatmapAvailability> BeatmapAvailability => BeatmapAvailabilityTracker.Availability;
protected RoomSubScreen()
{
Padding = new MarginPadding { Top = Header.HEIGHT };
AddRangeInternal(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4Extensions.FromHex(@"3e3a44") // This is super temporary.
},
BeatmapAvailabilityTracker = new OnlinePlayBeatmapAvailabilityTracker
{
SelectedItem = { BindTarget = SelectedItem }
},
new Container
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Depth = float.MinValue,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING },
Child = userModsSelectOverlay = new UserModSelectOverlay
{
SelectedMods = { BindTarget = UserMods },
IsValidMod = _ => false
}
},
});
}
protected override void ClearInternal(bool disposeChildren = true) =>
throw new InvalidOperationException($"{nameof(RoomSubScreen)}'s children should not be cleared as it will remove required components");
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
sampleStart = audio.Samples.Get(@"SongSelect/confirm-selection");
}
protected override void LoadComplete()
{
base.LoadComplete();
SelectedItem.BindValueChanged(_ => Scheduler.AddOnce(selectedItemChanged));
managerUpdated = beatmapManager.ItemUpdated.GetBoundCopy();
managerUpdated.BindValueChanged(beatmapUpdated);
UserMods.BindValueChanged(_ => Scheduler.AddOnce(UpdateMods));
}
public override bool OnBackButton()
{
if (userModsSelectOverlay.State.Value == Visibility.Visible)
{
userModsSelectOverlay.Hide();
return true;
}
return base.OnBackButton();
}
protected void ShowUserModSelect() => userModsSelectOverlay.Show();
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
beginHandlingTrack();
}
public override void OnSuspending(IScreen next)
{
endHandlingTrack();
base.OnSuspending(next);
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
beginHandlingTrack();
Scheduler.AddOnce(UpdateMods);
}
public override bool OnExiting(IScreen next)
{
RoomManager?.PartRoom();
Mods.Value = Array.Empty<Mod>();
endHandlingTrack();
return base.OnExiting(next);
}
protected void StartPlay()
{
sampleStart?.Play();
// fallback is to allow this class to operate when there is no parent OnlineScreen (testing purposes).
var targetScreen = (Screen)ParentScreen ?? this;
targetScreen.Push(CreateGameplayScreen());
}
/// <summary>
/// Creates the gameplay screen to be entered.
/// </summary>
/// <returns>The screen to enter.</returns>
protected abstract Screen CreateGameplayScreen();
private void selectedItemChanged()
{
updateWorkingBeatmap();
var selected = SelectedItem.Value;
if (selected == null)
return;
// Remove any user mods that are no longer allowed.
UserMods.Value = UserMods.Value
.Where(m => selected.AllowedMods.Any(a => m.GetType() == a.GetType()))
.ToList();
UpdateMods();
Ruleset.Value = selected.Ruleset.Value;
if (!selected.AllowedMods.Any())
{
UserModsSection?.Hide();
userModsSelectOverlay.Hide();
userModsSelectOverlay.IsValidMod = _ => false;
}
else
{
UserModsSection?.Show();
userModsSelectOverlay.IsValidMod = m => selected.AllowedMods.Any(a => a.GetType() == m.GetType());
}
}
private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet) => Schedule(updateWorkingBeatmap);
private void updateWorkingBeatmap()
{
var beatmap = SelectedItem.Value?.Beatmap.Value;
// Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info
var localBeatmap = beatmap == null ? null : beatmapManager.QueryBeatmap(b => b.OnlineBeatmapID == beatmap.OnlineBeatmapID);
Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
}
protected virtual void UpdateMods()
{
if (SelectedItem.Value == null)
return;
Mods.Value = UserMods.Value.Concat(SelectedItem.Value.RequiredMods).ToList();
}
private void beginHandlingTrack()
{
Beatmap.BindValueChanged(applyLoopingToTrack, true);
}
private void endHandlingTrack()
{
Beatmap.ValueChanged -= applyLoopingToTrack;
cancelTrackLooping();
}
private void applyLoopingToTrack(ValueChangedEvent<WorkingBeatmap> _ = null)
{
if (!this.IsCurrentScreen())
return;
var track = Beatmap.Value?.Track;
if (track != null)
{
Beatmap.Value.PrepareTrackForPreviewLooping();
music?.EnsurePlayingSomething();
}
}
private void cancelTrackLooping()
{
var track = Beatmap?.Value?.Track;
if (track != null)
track.Looping = false;
}
private class UserModSelectOverlay : LocalPlayerModSelectOverlay
{
}
public class UserModSelectButton : PurpleTriangleButton
{
}
}
}