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osu-lazer/osu.Game/Screens/Play/PlayerLoader.cs
2021-12-27 20:26:28 -08:00

564 lines
19 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 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);
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,
},
PlayerSettings = new FillFlowContainer<PlayerSettingsGroup>
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Margin = new MarginPadding(25),
Children = new PlayerSettingsGroup[]
{
VisualSettings = new VisualSettings(),
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);
// 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
}
}