mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 13:17:26 +08:00
636 lines
22 KiB
C#
636 lines
22 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 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.Localisation;
|
|
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 partial 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 BeatmapMetadataDisplay MetadataInfo { get; private set; } = null!;
|
|
|
|
/// <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; } = null!;
|
|
|
|
protected VisualSettings VisualSettings { get; private set; } = null!;
|
|
|
|
protected AudioSettings AudioSettings { get; private set; } = null!;
|
|
|
|
protected Task? LoadTask { get; private set; }
|
|
|
|
protected Task? DisposalTask { get; private set; }
|
|
|
|
private OsuScrollContainer settingsScroll = null!;
|
|
|
|
private Bindable<bool> showStoryboards = null!;
|
|
|
|
private bool backgroundBrightnessReduction;
|
|
|
|
private readonly BindableDouble volumeAdjustment = new BindableDouble(1);
|
|
|
|
private AudioFilter lowPassFilter = null!;
|
|
private AudioFilter highPassFilter = null!;
|
|
|
|
[Cached]
|
|
private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
|
|
|
|
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
|
|
&& CurrentPlayer?.LoadState == LoadState.Ready
|
|
// don't push unless the player is ready to start gameplay
|
|
&& ReadyForGameplay;
|
|
|
|
protected virtual bool ReadyForGameplay =>
|
|
// not ready if the user is hovering one of the panes, unless they are idle.
|
|
(IsHovered || idleTracker.IsIdle.Value)
|
|
// not ready if the user is dragging a slider or otherwise.
|
|
&& inputManager.DraggedDrawable == null
|
|
// not ready if a focused overlay is visible, like settings.
|
|
&& inputManager.FocusedDrawable == null;
|
|
|
|
private readonly Func<Player> createPlayer;
|
|
|
|
/// <summary>
|
|
/// The <see cref="Player"/> instance being loaded by this screen.
|
|
/// </summary>
|
|
public Player? CurrentPlayer { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Whether the current player instance has been consumed via <see cref="consumePlayer"/>.
|
|
/// </summary>
|
|
private bool playerConsumed;
|
|
|
|
private LogoTrackingContainer content = null!;
|
|
|
|
private bool hideOverlays;
|
|
|
|
private InputManager inputManager = null!;
|
|
|
|
private IdleTracker idleTracker = null!;
|
|
|
|
private ScheduledDelegate? scheduledPushPlayer;
|
|
|
|
private EpilepsyWarning? epilepsyWarning;
|
|
|
|
private bool quickRestart;
|
|
|
|
[Resolved]
|
|
private INotificationOverlay? notificationOverlay { get; set; }
|
|
|
|
[Resolved]
|
|
private VolumeOverlay? volumeOverlay { get; set; }
|
|
|
|
[Resolved]
|
|
private AudioManager audioManager { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private BatteryInfo? batteryInfo { get; set; }
|
|
|
|
public PlayerLoader(Func<Player> createPlayer)
|
|
{
|
|
this.createPlayer = createPlayer;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(SessionStatics sessionStatics, AudioManager audio, OsuConfigManager config)
|
|
{
|
|
muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
|
|
batteryWarningShownOnce = sessionStatics.GetBindable<bool>(Static.LowBatteryNotificationShownOnce);
|
|
showStoryboards = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
|
|
|
|
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,
|
|
},
|
|
}),
|
|
settingsScroll = 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(ScreenTransitionEvent e)
|
|
{
|
|
base.OnEntering(e);
|
|
|
|
ApplyToBackground(b =>
|
|
{
|
|
if (epilepsyWarning != null)
|
|
epilepsyWarning.DimmableBackground = b;
|
|
});
|
|
|
|
Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
|
|
|
|
// Start off-screen.
|
|
settingsScroll.MoveToX(settingsScroll.DrawWidth);
|
|
|
|
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(ScreenTransitionEvent e)
|
|
{
|
|
base.OnResuming(e);
|
|
|
|
Debug.Assert(CurrentPlayer != null);
|
|
|
|
var lastScore = CurrentPlayer.Score;
|
|
|
|
AudioSettings.ReferenceScore.Value = lastScore?.ScoreInfo;
|
|
|
|
// prepare for a retry.
|
|
CurrentPlayer = null;
|
|
playerConsumed = false;
|
|
cancelLoad();
|
|
|
|
contentIn();
|
|
}
|
|
|
|
public override void OnSuspending(ScreenTransitionEvent e)
|
|
{
|
|
base.OnSuspending(e);
|
|
|
|
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(ScreenExitEvent e)
|
|
{
|
|
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(e);
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
protected override void LogoSuspending(OsuLogo logo)
|
|
{
|
|
base.LogoSuspending(logo);
|
|
content.StopTracking();
|
|
|
|
logo
|
|
.FadeOut(CONTENT_OUT_DURATION / 2, Easing.OutQuint)
|
|
.ScaleTo(logo.Scale * 0.8f, CONTENT_OUT_DURATION * 2, Easing.OutQuint);
|
|
}
|
|
|
|
#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);
|
|
Debug.Assert(CurrentPlayer != null);
|
|
|
|
playerConsumed = true;
|
|
return CurrentPlayer;
|
|
}
|
|
|
|
private void prepareNewPlayer()
|
|
{
|
|
if (!this.IsCurrentScreen())
|
|
return;
|
|
|
|
CurrentPlayer = createPlayer();
|
|
CurrentPlayer.Configuration.AutomaticallySkipIntro |= quickRestart;
|
|
CurrentPlayer.RestartCount = restartCount++;
|
|
CurrentPlayer.RestartRequested = restartRequested;
|
|
|
|
LoadTask = LoadComponentAsync(CurrentPlayer, _ =>
|
|
{
|
|
MetadataInfo.Loading = false;
|
|
OnPlayerLoaded();
|
|
});
|
|
}
|
|
|
|
protected virtual void OnPlayerLoaded()
|
|
{
|
|
}
|
|
|
|
private void restartRequested(bool quickRestartRequested)
|
|
{
|
|
quickRestart = quickRestartRequested;
|
|
hideOverlays = true;
|
|
ValidForResume = true;
|
|
}
|
|
|
|
private void contentIn()
|
|
{
|
|
MetadataInfo.Loading = true;
|
|
|
|
content.FadeInFromZero(400);
|
|
content.ScaleTo(1, 650, Easing.OutQuint).Then().Schedule(prepareNewPlayer);
|
|
|
|
settingsScroll.FadeInFromZero(500, Easing.Out)
|
|
.MoveToX(0, 500, Easing.OutQuint);
|
|
|
|
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);
|
|
|
|
settingsScroll.FadeOut(CONTENT_OUT_DURATION, Easing.OutQuint)
|
|
.MoveToX(settingsScroll.DrawWidth, CONTENT_OUT_DURATION * 2, 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(0);
|
|
|
|
// 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).
|
|
//
|
|
// note the late check of storyboard enable as the user may have just changed it
|
|
// from the settings on the loader screen.
|
|
if (epilepsyWarning?.IsAlive == true && showStoryboards.Value)
|
|
{
|
|
const double epilepsy_display_length = 3000;
|
|
|
|
pushSequence
|
|
.Delay(CONTENT_OUT_DURATION)
|
|
.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);
|
|
epilepsyWarning?.Expire();
|
|
}
|
|
|
|
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(_ => CurrentPlayer?.Dispose());
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Mute warning
|
|
|
|
private Bindable<bool> muteWarningShownOnce = null!;
|
|
|
|
private int restartCount;
|
|
|
|
private const double volume_requirement = 0.01;
|
|
|
|
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 partial class MutedNotification : SimpleNotification
|
|
{
|
|
public override bool IsImportant => true;
|
|
|
|
public MutedNotification()
|
|
{
|
|
Text = NotificationsStrings.GameVolumeTooLow;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuColour colours, AudioManager audioManager, INotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay)
|
|
{
|
|
Icon = FontAwesome.Solid.VolumeMute;
|
|
IconContent.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.
|
|
// Note that we only restore halfway to ensure the user isn't suddenly overloaded by unexpectedly high volume.
|
|
if (audioManager.Volume.Value <= volume_requirement)
|
|
audioManager.Volume.Value = 0.5f;
|
|
if (audioManager.VolumeTrack.Value <= volume_requirement)
|
|
audioManager.VolumeTrack.Value = 0.5f;
|
|
|
|
return true;
|
|
};
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Low battery warning
|
|
|
|
private const double low_battery_threshold = 0.25;
|
|
|
|
private Bindable<bool> batteryWarningShownOnce = null!;
|
|
|
|
private void showBatteryWarningIfNeeded()
|
|
{
|
|
if (batteryInfo == null) return;
|
|
|
|
if (!batteryWarningShownOnce.Value)
|
|
{
|
|
if (batteryInfo.OnBattery && batteryInfo.ChargeLevel <= low_battery_threshold)
|
|
{
|
|
notificationOverlay?.Post(new BatteryWarningNotification());
|
|
batteryWarningShownOnce.Value = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
private partial class BatteryWarningNotification : SimpleNotification
|
|
{
|
|
public override bool IsImportant => true;
|
|
|
|
public BatteryWarningNotification()
|
|
{
|
|
Text = NotificationsStrings.BatteryLow;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuColour colours, INotificationOverlay notificationOverlay)
|
|
{
|
|
Icon = FontAwesome.Solid.BatteryQuarter;
|
|
IconContent.Colour = colours.RedDark;
|
|
|
|
Activated = delegate
|
|
{
|
|
notificationOverlay.Hide();
|
|
return true;
|
|
};
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|