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osu-lazer/osu.Game/Configuration/SessionStatics.cs
2023-12-27 19:13:42 +01:00

85 lines
3.5 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.
#nullable disable
using osu.Framework;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Scoring;
namespace osu.Game.Configuration
{
/// <summary>
/// Stores global per-session statics. These will not be stored after exiting the game.
/// </summary>
public class SessionStatics : InMemoryConfigManager<Static>
{
protected override void InitialiseDefaults()
{
SetDefault(Static.LoginOverlayDisplayed, false);
SetDefault(Static.MutedAudioNotificationShownOnce, false);
SetDefault(Static.LowBatteryNotificationShownOnce, false);
SetDefault(Static.FeaturedArtistDisclaimerShownOnce, false);
SetDefault(Static.LastHoverSoundPlaybackTime, (double?)null);
SetDefault(Static.LastModSelectPanelSamplePlaybackTime, (double?)null);
SetDefault<APISeasonalBackgrounds>(Static.SeasonalBackgrounds, null);
SetDefault(Static.TouchInputActive, RuntimeInfo.IsMobile);
SetDefault<ScoreInfo>(Static.LastLocalUserScore, null);
}
/// <summary>
/// Revert statics to their defaults after being idle for appropriate amount of time.
/// </summary>
/// <remarks>
/// This only affects a subset of statics which the user would expect to have reset after a break.
/// </remarks>
public void ResetAfterInactivity()
{
GetBindable<bool>(Static.LoginOverlayDisplayed).SetDefault();
GetBindable<bool>(Static.MutedAudioNotificationShownOnce).SetDefault();
GetBindable<bool>(Static.LowBatteryNotificationShownOnce).SetDefault();
}
}
public enum Static
{
LoginOverlayDisplayed,
MutedAudioNotificationShownOnce,
LowBatteryNotificationShownOnce,
FeaturedArtistDisclaimerShownOnce,
/// <summary>
/// Info about seasonal backgrounds available fetched from API - see <see cref="APISeasonalBackgrounds"/>.
/// Value under this lookup can be <c>null</c> if there are no backgrounds available (or API is not reachable).
/// </summary>
SeasonalBackgrounds,
/// <summary>
/// The last playback time in milliseconds of a hover sample (from <see cref="HoverSounds"/>).
/// Used to debounce hover sounds game-wide to avoid volume saturation, especially in scrolling views with many UI controls like <see cref="SettingsOverlay"/>.
/// </summary>
LastHoverSoundPlaybackTime,
/// <summary>
/// The last playback time in milliseconds of an on/off sample (from <see cref="ModSelectPanel"/>).
/// Used to debounce <see cref="ModSelectPanel"/> on/off sounds game-wide to avoid volume saturation, especially in activating mod presets with many mods.
/// </summary>
LastModSelectPanelSamplePlaybackTime,
/// <summary>
/// Whether the last positional input received was a touch input.
/// Used in touchscreen detection scenarios (<see cref="TouchInputInterceptor"/>).
/// </summary>
TouchInputActive,
/// <summary>
/// Stores the local user's last score (can be completed or aborted).
/// </summary>
LastLocalUserScore,
}
}