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osu-lazer/osu.Game/Screens/Play/PlayerLoader.cs

321 lines
11 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using OpenTK;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play.PlayerSettings;
namespace osu.Game.Screens.Play
{
public class PlayerLoader : ScreenWithBeatmapBackground
{
private Player player;
private BeatmapMetadataDisplay info;
private bool showOverlays = true;
public override bool ShowOverlaysOnEnter => showOverlays;
private Task loadTask;
public PlayerLoader(Player player)
{
this.player = player;
player.RestartRequested = () =>
{
showOverlays = false;
ValidForResume = true;
};
}
[BackgroundDependencyLoader]
private void load()
{
Add(info = new BeatmapMetadataDisplay(Beatmap)
{
Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
});
Add(new VisualSettings
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Margin = new MarginPadding(25)
});
loadTask = LoadComponentAsync(player);
}
protected override void OnResuming(Screen last)
{
base.OnResuming(last);
contentIn();
//we will only be resumed if the player has requested a re-run (see ValidForResume setting above)
loadTask = LoadComponentAsync(player = new Player
{
RestartCount = player.RestartCount + 1,
RestartRequested = player.RestartRequested,
});
this.Delay(400).Schedule(pushWhenLoaded);
}
private void contentIn()
{
Content.ScaleTo(1, 650, Easing.OutQuint);
Content.FadeInFromZero(400);
}
private void contentOut()
{
Content.ScaleTo(0.7f, 300, Easing.InQuint);
Content.FadeOut(250);
}
protected override void OnEntering(Screen last)
{
base.OnEntering(last);
Content.ScaleTo(0.7f);
contentIn();
info.Delay(750).FadeIn(500);
this.Delay(1800).Schedule(pushWhenLoaded);
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
logo.RelativePositionAxes = Axes.Both;
logo.ScaleTo(new Vector2(0.15f), 300, Easing.In);
logo.MoveTo(new Vector2(0.5f), 300, Easing.In);
logo.FadeIn(350);
logo.Delay(resuming ? 0 : 500).MoveToOffset(new Vector2(0, -0.24f), 500, Easing.InOutExpo);
}
private bool weHandledMouseDown;
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
weHandledMouseDown = true;
return base.OnMouseDown(state, args);
}
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
{
weHandledMouseDown = false;
return base.OnMouseUp(state, args);
}
private ScheduledDelegate pushDebounce;
private bool readyForPush => player.LoadState == LoadState.Ready && IsHovered && (!GetContainingInputManager().CurrentState.Mouse.HasAnyButtonPressed || weHandledMouseDown);
private void pushWhenLoaded()
{
if (!IsCurrentScreen) return;
try
{
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 (pushDebounce != null)
return;
pushDebounce = Scheduler.AddDelayed(() =>
{
contentOut();
this.Delay(250).Schedule(() =>
{
if (!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;
Push(player);
});
}, 500);
}
finally
{
Schedule(pushWhenLoaded);
}
}
private void cancelLoad()
{
pushDebounce?.Cancel();
pushDebounce = null;
}
protected override void OnSuspending(Screen next)
{
base.OnSuspending(next);
cancelLoad();
}
protected override bool OnExiting(Screen next)
{
Content.ScaleTo(0.7f, 150, Easing.InQuint);
this.FadeOut(150);
cancelLoad();
return base.OnExiting(next);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
// if the player never got pushed, we should explicitly dispose it.
loadTask?.ContinueWith(_ => player.Dispose());
}
private class BeatmapMetadataDisplay : Container
{
private class MetadataLine : Container
{
public MetadataLine(string left, string right)
{
AutoSizeAxes = Axes.Both;
Children = new Drawable[]
{
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopRight,
Margin = new MarginPadding { Right = 5 },
Colour = OsuColour.Gray(0.5f),
Text = left,
},
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopLeft,
Margin = new MarginPadding { Left = 5 },
Text = string.IsNullOrEmpty(right) ? @"-" : right,
}
};
}
}
private readonly WorkingBeatmap beatmap;
public BeatmapMetadataDisplay(WorkingBeatmap beatmap)
{
this.beatmap = beatmap;
}
[BackgroundDependencyLoader]
private void load(LocalisationEngine localisation)
{
var metadata = beatmap?.BeatmapInfo?.Metadata ?? new BeatmapMetadata();
AutoSizeAxes = Axes.Both;
Children = new Drawable[]
{
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
new OsuSpriteText
{
Current = localisation.GetUnicodePreference(metadata.TitleUnicode, metadata.Title),
TextSize = 36,
Font = @"Exo2.0-MediumItalic",
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
new OsuSpriteText
{
Current = localisation.GetUnicodePreference(metadata.ArtistUnicode, metadata.Artist),
TextSize = 26,
Font = @"Exo2.0-MediumItalic",
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
new Container
{
Size = new Vector2(300, 60),
Margin = new MarginPadding(10),
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
CornerRadius = 10,
Masking = true,
Children = new[]
{
new Sprite
{
RelativeSizeAxes = Axes.Both,
Texture = beatmap?.Background,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
FillMode = FillMode.Fill,
},
}
},
new OsuSpriteText
{
Text = beatmap?.BeatmapInfo?.Version,
TextSize = 26,
Font = @"Exo2.0-MediumItalic",
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Margin = new MarginPadding
{
Bottom = 40
},
},
new MetadataLine("Source", metadata.Source)
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
new MetadataLine("Mapper", metadata.AuthorString)
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
},
},
}
};
}
}
}
}