mirror of
https://github.com/ppy/osu.git
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235 lines
7.9 KiB
C#
235 lines
7.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Graphics.Containers;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Users;
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namespace osu.Game.Screens.OnlinePlay
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{
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[Cached]
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public abstract partial class OnlinePlayScreen : OsuScreen, IHasSubScreenStack
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{
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[Cached]
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protected readonly OverlayColourProvider ColourProvider = new OverlayColourProvider(OverlayColourScheme.Plum);
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public IScreen CurrentSubScreen => screenStack.CurrentScreen;
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public override bool CursorVisible => (screenStack?.CurrentScreen as IOnlinePlaySubScreen)?.CursorVisible ?? true;
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// this is required due to PlayerLoader eventually being pushed to the main stack
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// while leases may be taken out by a subscreen.
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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protected LoungeSubScreen Lounge { get; private set; }
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private OnlinePlayScreenWaveContainer waves;
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private ScreenStack screenStack;
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[Cached(Type = typeof(IRoomManager))]
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protected RoomManager RoomManager { get; private set; }
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[Cached]
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private readonly OngoingOperationTracker ongoingOperationTracker = new OngoingOperationTracker();
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[Resolved]
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protected IAPIProvider API { get; private set; }
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protected OnlinePlayScreen()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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Padding = new MarginPadding { Horizontal = -HORIZONTAL_OVERFLOW_PADDING };
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RoomManager = CreateRoomManager();
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}
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private readonly IBindable<APIState> apiState = new Bindable<APIState>();
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChild = waves = new OnlinePlayScreenWaveContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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screenStack = new OnlinePlaySubScreenStack { RelativeSizeAxes = Axes.Both },
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new Header(ScreenTitle, screenStack),
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RoomManager,
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ongoingOperationTracker,
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}
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};
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}
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private void onlineStateChanged(ValueChangedEvent<APIState> state) => Schedule(() =>
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{
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if (state.NewValue != APIState.Online)
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Schedule(forcefullyExit);
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});
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protected override void LoadComplete()
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{
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base.LoadComplete();
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screenStack.ScreenPushed += screenPushed;
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screenStack.ScreenExited += screenExited;
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screenStack.Push(Lounge = CreateLounge());
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apiState.BindTo(API.State);
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apiState.BindValueChanged(onlineStateChanged, true);
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}
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private void forcefullyExit()
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{
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Logger.Log($"{this} forcefully exiting due to loss of API connection");
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// This is temporary since we don't currently have a way to force screens to be exited
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if (this.IsCurrentScreen())
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{
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while (this.IsCurrentScreen())
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this.Exit();
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}
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// Also handle the case where a child screen is current (ie. gameplay).
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else if (this.GetChildScreen() != null)
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{
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this.MakeCurrent();
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Schedule(forcefullyExit);
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}
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}
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public override void OnEntering(ScreenTransitionEvent e)
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{
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this.FadeIn();
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waves.Show();
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Mods.SetDefault();
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if (Lounge.IsCurrentScreen())
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Lounge.OnEntering(e);
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else
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Lounge.MakeCurrent();
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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this.FadeIn(250);
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this.ScaleTo(1, 250, Easing.OutSine);
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Debug.Assert(screenStack.CurrentScreen != null);
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// if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnResuming()`
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// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
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// to work around this, do not proxy resume to screens that haven't loaded yet.
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if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
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screenStack.CurrentScreen.OnResuming(e);
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base.OnResuming(e);
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}
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public override void OnSuspending(ScreenTransitionEvent e)
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{
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this.ScaleTo(1.1f, 250, Easing.InSine);
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this.FadeOut(250);
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Debug.Assert(screenStack.CurrentScreen != null);
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// if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnSuspending()`
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// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
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// to work around this, do not proxy suspend to screens that haven't loaded yet.
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if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
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screenStack.CurrentScreen.OnSuspending(e);
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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while (screenStack.CurrentScreen != null && screenStack.CurrentScreen is not LoungeSubScreen)
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{
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var subScreen = (Screen)screenStack.CurrentScreen;
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if (subScreen.IsLoaded && subScreen.OnExiting(e))
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return true;
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subScreen.Exit();
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}
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RoomManager.PartRoom();
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waves.Hide();
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this.Delay(WaveContainer.DISAPPEAR_DURATION).FadeOut();
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base.OnExiting(e);
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return false;
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}
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public override bool OnBackButton()
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{
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if (!(screenStack.CurrentScreen is IOnlinePlaySubScreen onlineSubScreen))
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return false;
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if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowBackButton && onlineSubScreen.OnBackButton())
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return true;
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if (screenStack.CurrentScreen != null && !(screenStack.CurrentScreen is LoungeSubScreen))
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{
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screenStack.Exit();
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return true;
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}
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return false;
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}
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protected override void LogoExiting(OsuLogo logo)
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{
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base.LogoExiting(logo);
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// the wave overlay transition takes longer than expected to run.
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logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut();
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}
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private void screenPushed(IScreen lastScreen, IScreen newScreen)
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{
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subScreenChanged(lastScreen, newScreen);
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}
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private void screenExited(IScreen lastScreen, IScreen newScreen)
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{
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subScreenChanged(lastScreen, newScreen);
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if (screenStack.CurrentScreen == null && this.IsCurrentScreen())
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this.Exit();
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}
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private void subScreenChanged(IScreen lastScreen, IScreen newScreen)
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{
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if (lastScreen is IOsuScreen lastOsuScreen)
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Activity.UnbindFrom(lastOsuScreen.Activity);
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if (newScreen is IOsuScreen newOsuScreen)
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((IBindable<UserActivity>)Activity).BindTo(newOsuScreen.Activity);
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}
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protected abstract string ScreenTitle { get; }
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protected virtual RoomManager CreateRoomManager() => new RoomManager();
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protected abstract LoungeSubScreen CreateLounge();
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ScreenStack IHasSubScreenStack.SubScreenStack => screenStack;
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}
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}
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