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osu-lazer/osu.Game/Screens/Play/PlayerLoader.cs
Dean Herbert 9c43500ad3 Add ability for player loading screen settings to scroll
As we add more items here this is going to become necessary. Until the design no doubt gets changed.
2022-03-03 16:23:31 +09:00

580 lines
20 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.Diagnostics;
using System.Threading.Tasks;
using JetBrains.Annotations;
using ManagedBass.Fx;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transforms;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Audio.Effects;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Input;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Users;
using osu.Game.Utils;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
public class PlayerLoader : ScreenWithBeatmapBackground
{
protected const float BACKGROUND_BLUR = 15;
protected const double CONTENT_OUT_DURATION = 300;
protected virtual double PlayerPushDelay => 1800;
public override bool HideOverlaysOnEnter => hideOverlays;
public override bool DisallowExternalBeatmapRulesetChanges => true;
// Here because IsHovered will not update unless we do so.
public override bool HandlePositionalInput => true;
// We show the previous screen status
protected override UserActivity InitialActivity => null;
protected override bool PlayResumeSound => false;
protected BeatmapMetadataDisplay MetadataInfo { get; private set; }
/// <summary>
/// A fill flow containing the player settings groups, exposed for the ability to hide it from inheritors of the player loader.
/// </summary>
protected FillFlowContainer<PlayerSettingsGroup> PlayerSettings { get; private set; }
protected VisualSettings VisualSettings { get; private set; }
protected AudioSettings AudioSettings { get; private set; }
protected Task LoadTask { get; private set; }
protected Task DisposalTask { get; private set; }
private bool backgroundBrightnessReduction;
private readonly BindableDouble volumeAdjustment = new BindableDouble(1);
private AudioFilter lowPassFilter;
private AudioFilter highPassFilter;
protected bool BackgroundBrightnessReduction
{
set
{
if (value == backgroundBrightnessReduction)
return;
backgroundBrightnessReduction = value;
ApplyToBackground(b => b.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200));
}
}
private bool readyForPush =>
!playerConsumed
// don't push unless the player is completely loaded
&& player?.LoadState == LoadState.Ready
// don't push if the user is hovering one of the panes, unless they are idle.
&& (IsHovered || idleTracker.IsIdle.Value)
// don't push if the user is dragging a slider or otherwise.
&& inputManager?.DraggedDrawable == null
// don't push if a focused overlay is visible, like settings.
&& inputManager?.FocusedDrawable == null;
private readonly Func<Player> createPlayer;
private Player player;
/// <summary>
/// Whether the curent player instance has been consumed via <see cref="consumePlayer"/>.
/// </summary>
private bool playerConsumed;
private LogoTrackingContainer content;
private bool hideOverlays;
private InputManager inputManager;
private IdleTracker idleTracker;
private ScheduledDelegate scheduledPushPlayer;
[CanBeNull]
private EpilepsyWarning epilepsyWarning;
[Resolved(CanBeNull = true)]
private NotificationOverlay notificationOverlay { get; set; }
[Resolved(CanBeNull = true)]
private VolumeOverlay volumeOverlay { get; set; }
[Resolved]
private AudioManager audioManager { get; set; }
[Resolved(CanBeNull = true)]
private BatteryInfo batteryInfo { get; set; }
public PlayerLoader(Func<Player> createPlayer)
{
this.createPlayer = createPlayer;
}
[BackgroundDependencyLoader]
private void load(SessionStatics sessionStatics, AudioManager audio)
{
muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
batteryWarningShownOnce = sessionStatics.GetBindable<bool>(Static.LowBatteryNotificationShownOnce);
const float padding = 25;
InternalChildren = new Drawable[]
{
(content = new LogoTrackingContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
}).WithChildren(new Drawable[]
{
MetadataInfo = new BeatmapMetadataDisplay(Beatmap.Value, Mods, content.LogoFacade)
{
Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
new OsuScrollContainer
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
RelativeSizeAxes = Axes.Y,
Width = SettingsToolboxGroup.CONTAINER_WIDTH + padding * 2,
Padding = new MarginPadding { Vertical = padding },
Masking = false,
Child = PlayerSettings = new FillFlowContainer<PlayerSettingsGroup>
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Padding = new MarginPadding { Horizontal = padding },
Children = new PlayerSettingsGroup[]
{
VisualSettings = new VisualSettings(),
AudioSettings = new AudioSettings(),
new InputSettings()
}
},
},
idleTracker = new IdleTracker(750),
}),
lowPassFilter = new AudioFilter(audio.TrackMixer),
highPassFilter = new AudioFilter(audio.TrackMixer, BQFType.HighPass)
};
if (Beatmap.Value.BeatmapInfo.EpilepsyWarning)
{
AddInternal(epilepsyWarning = new EpilepsyWarning
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
});
}
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
#region Screen handling
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
ApplyToBackground(b =>
{
if (epilepsyWarning != null)
epilepsyWarning.DimmableBackground = b;
});
Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
content.ScaleTo(0.7f);
contentIn();
MetadataInfo.Delay(750).FadeIn(500);
// after an initial delay, start the debounced load check.
// this will continue to execute even after resuming back on restart.
Scheduler.Add(new ScheduledDelegate(pushWhenLoaded, Clock.CurrentTime + PlayerPushDelay, 0));
showMuteWarningIfNeeded();
showBatteryWarningIfNeeded();
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
var lastScore = player.Score;
AudioSettings.ReferenceScore.Value = lastScore?.ScoreInfo;
// prepare for a retry.
player = null;
playerConsumed = false;
cancelLoad();
contentIn();
}
public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
BackgroundBrightnessReduction = false;
// we're moving to player, so a period of silence is upcoming.
// stop the track before removing adjustment to avoid a volume spike.
Beatmap.Value.Track.Stop();
Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF);
highPassFilter.CutoffTo(0);
}
public override bool OnExiting(IScreen next)
{
cancelLoad();
ContentOut();
// If the load sequence was interrupted, the epilepsy warning may already be displayed (or in the process of being displayed).
epilepsyWarning?.Hide();
// Ensure the screen doesn't expire until all the outwards fade operations have completed.
this.Delay(CONTENT_OUT_DURATION).FadeOut();
ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
BackgroundBrightnessReduction = false;
Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
return base.OnExiting(next);
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
const double duration = 300;
if (!resuming) logo.MoveTo(new Vector2(0.5f), duration, Easing.OutQuint);
logo.ScaleTo(new Vector2(0.15f), duration, Easing.OutQuint);
logo.FadeIn(350);
Scheduler.AddDelayed(() =>
{
if (this.IsCurrentScreen())
content.StartTracking(logo, resuming ? 0 : 500, Easing.InOutExpo);
}, resuming ? 0 : 500);
}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
content.StopTracking();
}
#endregion
protected override void Update()
{
base.Update();
if (!this.IsCurrentScreen())
return;
// We need to perform this check here rather than in OnHover as any number of children of VisualSettings
// may also be handling the hover events.
if (inputManager.HoveredDrawables.Contains(VisualSettings))
{
// Preview user-defined background dim and blur when hovered on the visual settings panel.
ApplyToBackground(b =>
{
b.IgnoreUserSettings.Value = false;
b.BlurAmount.Value = 0;
});
BackgroundBrightnessReduction = false;
}
else
{
ApplyToBackground(b =>
{
// Returns background dim and blur to the values specified by PlayerLoader.
b.IgnoreUserSettings.Value = true;
b.BlurAmount.Value = BACKGROUND_BLUR;
});
BackgroundBrightnessReduction = true;
}
}
private Player consumePlayer()
{
Debug.Assert(!playerConsumed);
playerConsumed = true;
return player;
}
private void prepareNewPlayer()
{
if (!this.IsCurrentScreen())
return;
player = createPlayer();
player.RestartCount = restartCount++;
player.RestartRequested = restartRequested;
LoadTask = LoadComponentAsync(player, _ => MetadataInfo.Loading = false);
}
private void restartRequested()
{
hideOverlays = true;
ValidForResume = true;
}
private void contentIn()
{
MetadataInfo.Loading = true;
content.FadeInFromZero(400);
content.ScaleTo(1, 650, Easing.OutQuint).Then().Schedule(prepareNewPlayer);
lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint);
highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
ApplyToBackground(b => b?.FadeColour(Color4.White, 800, Easing.OutQuint));
}
protected virtual void ContentOut()
{
// Ensure the logo is no longer tracking before we scale the content
content.StopTracking();
content.ScaleTo(0.7f, CONTENT_OUT_DURATION * 2, Easing.OutQuint);
content.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint);
lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, CONTENT_OUT_DURATION);
highPassFilter.CutoffTo(0, CONTENT_OUT_DURATION);
}
private void pushWhenLoaded()
{
if (!this.IsCurrentScreen()) return;
if (!readyForPush)
{
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
// if we become unready for push during the delay.
cancelLoad();
return;
}
// if a push has already been scheduled, no further action is required.
// this value is reset via cancelLoad() to allow a second usage of the same PlayerLoader screen.
if (scheduledPushPlayer != null)
return;
scheduledPushPlayer = Scheduler.AddDelayed(() =>
{
// ensure that once we have reached this "point of no return", readyForPush will be false for all future checks (until a new player instance is prepared).
var consumedPlayer = consumePlayer();
ContentOut();
TransformSequence<PlayerLoader> pushSequence = this.Delay(CONTENT_OUT_DURATION);
// only show if the warning was created (i.e. the beatmap needs it)
// and this is not a restart of the map (the warning expires after first load).
if (epilepsyWarning?.IsAlive == true)
{
const double epilepsy_display_length = 3000;
pushSequence
.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
.Delay(epilepsy_display_length)
.Schedule(() =>
{
epilepsyWarning.Hide();
epilepsyWarning.Expire();
})
.Delay(EpilepsyWarning.FADE_DURATION);
}
else
{
// This goes hand-in-hand with the restoration of low pass filter in contentOut().
this.TransformBindableTo(volumeAdjustment, 0, CONTENT_OUT_DURATION, Easing.OutCubic);
}
pushSequence.Schedule(() =>
{
if (!this.IsCurrentScreen()) return;
LoadTask = null;
// By default, we want to load the player and never be returned to.
// Note that this may change if the player we load requested a re-run.
ValidForResume = false;
if (consumedPlayer.LoadedBeatmapSuccessfully)
this.Push(consumedPlayer);
else
this.Exit();
});
}, 500);
}
private void cancelLoad()
{
scheduledPushPlayer?.Cancel();
scheduledPushPlayer = null;
}
#region Disposal
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (isDisposing)
{
// if the player never got pushed, we should explicitly dispose it.
DisposalTask = LoadTask?.ContinueWith(_ => player?.Dispose());
}
}
#endregion
#region Mute warning
private Bindable<bool> muteWarningShownOnce;
private int restartCount;
private const double volume_requirement = 0.05;
private void showMuteWarningIfNeeded()
{
if (!muteWarningShownOnce.Value)
{
// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= volume_requirement || audioManager.VolumeTrack.Value <= volume_requirement)
{
notificationOverlay?.Post(new MutedNotification());
muteWarningShownOnce.Value = true;
}
}
}
private class MutedNotification : SimpleNotification
{
public override bool IsImportant => true;
public MutedNotification()
{
Text = "Your game volume is too low to hear anything! Click here to restore it.";
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, AudioManager audioManager, NotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay)
{
Icon = FontAwesome.Solid.VolumeMute;
IconBackground.Colour = colours.RedDark;
Activated = delegate
{
notificationOverlay.Hide();
volumeOverlay.IsMuted.Value = false;
// Check values before resetting, as the user may have only had mute enabled, in which case we might not need to adjust volumes.
if (audioManager.Volume.Value <= volume_requirement)
audioManager.Volume.SetDefault();
if (audioManager.VolumeTrack.Value <= volume_requirement)
audioManager.VolumeTrack.SetDefault();
return true;
};
}
}
#endregion
#region Low battery warning
private Bindable<bool> batteryWarningShownOnce;
private void showBatteryWarningIfNeeded()
{
if (batteryInfo == null) return;
if (!batteryWarningShownOnce.Value)
{
if (!batteryInfo.IsCharging && batteryInfo.ChargeLevel <= 0.25)
{
notificationOverlay?.Post(new BatteryWarningNotification());
batteryWarningShownOnce.Value = true;
}
}
}
private class BatteryWarningNotification : SimpleNotification
{
public override bool IsImportant => true;
public BatteryWarningNotification()
{
Text = "Your battery level is low! Charge your device to prevent interruptions during gameplay.";
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, NotificationOverlay notificationOverlay)
{
Icon = FontAwesome.Solid.BatteryQuarter;
IconBackground.Colour = colours.RedDark;
Activated = delegate
{
notificationOverlay.Hide();
return true;
};
}
}
#endregion
}
}