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osu-lazer/osu.Game/OsuGameBase.cs
Dean Herbert f0114d776d Use interface to access API
Allows for better testability.
2019-03-13 12:58:18 +09:00

306 lines
12 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.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Online.API;
using osu.Framework.Graphics.Performance;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Game.Audio;
using osu.Game.Database;
using osu.Game.Graphics.Containers;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.IO;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using osu.Game.Skinning;
using osuTK.Input;
using DebugUtils = osu.Game.Utils.DebugUtils;
namespace osu.Game
{
/// <summary>
/// The most basic <see cref="Game"/> that can be used to host osu! components and systems.
/// Unlike <see cref="OsuGame"/>, this class will not load any kind of UI, allowing it to be used
/// for provide dependencies to test cases without interfering with them.
/// </summary>
public class OsuGameBase : Framework.Game, ICanAcceptFiles
{
protected OsuConfigManager LocalConfig;
protected BeatmapManager BeatmapManager;
protected ScoreManager ScoreManager;
protected SkinManager SkinManager;
protected RulesetStore RulesetStore;
protected FileStore FileStore;
protected KeyBindingStore KeyBindingStore;
protected SettingsStore SettingsStore;
protected RulesetConfigCache RulesetConfigCache;
protected APIAccess API;
protected MenuCursorContainer MenuCursorContainer;
private Container content;
protected override Container<Drawable> Content => content;
private Bindable<WorkingBeatmap> beatmap;
protected Bindable<WorkingBeatmap> Beatmap => beatmap;
private Bindable<bool> fpsDisplayVisible;
public virtual Version AssemblyVersion => Assembly.GetEntryAssembly()?.GetName().Version ?? new Version();
public bool IsDeployedBuild => AssemblyVersion.Major > 0;
public string Version
{
get
{
if (!IsDeployedBuild)
return @"local " + (DebugUtils.IsDebug ? @"debug" : @"release");
var version = AssemblyVersion;
return $@"{version.Major}.{version.Minor}.{version.Build}";
}
}
public OsuGameBase()
{
Name = @"osu!lazer";
}
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
private DatabaseContextFactory contextFactory;
protected override UserInputManager CreateUserInputManager() => new OsuUserInputManager();
[BackgroundDependencyLoader]
private void load()
{
Resources.AddStore(new DllResourceStore(@"osu.Game.Resources.dll"));
dependencies.Cache(contextFactory = new DatabaseContextFactory(Host.Storage));
var largeStore = new LargeTextureStore(Host.CreateTextureLoaderStore(new NamespacedResourceStore<byte[]>(Resources, @"Textures")));
largeStore.AddStore(Host.CreateTextureLoaderStore(new OnlineStore()));
dependencies.Cache(largeStore);
dependencies.CacheAs(this);
dependencies.Cache(LocalConfig);
//this completely overrides the framework default. will need to change once we make a proper FontStore.
dependencies.Cache(Fonts = new FontStore(new GlyphStore(Resources, @"Fonts/FontAwesome")));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/osuFont"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Medium"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-MediumItalic"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-Basic"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-Hangul"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-CJK-Basic"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Noto-CJK-Compatibility"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Regular"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-RegularItalic"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-SemiBold"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-SemiBoldItalic"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Bold"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-BoldItalic"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Light"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-LightItalic"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-Black"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Exo2.0-BlackItalic"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Venera"));
Fonts.AddStore(new GlyphStore(Resources, @"Fonts/Venera-Light"));
runMigrations();
dependencies.Cache(SkinManager = new SkinManager(Host.Storage, contextFactory, Host, Audio));
dependencies.CacheAs<ISkinSource>(SkinManager);
API = new APIAccess(LocalConfig);
dependencies.CacheAs<IAPIProvider>(API);
var defaultBeatmap = new DummyWorkingBeatmap(this);
dependencies.Cache(RulesetStore = new RulesetStore(contextFactory));
dependencies.Cache(FileStore = new FileStore(contextFactory, Host.Storage));
dependencies.Cache(BeatmapManager = new BeatmapManager(Host.Storage, contextFactory, RulesetStore, API, Audio, Host, defaultBeatmap));
dependencies.Cache(ScoreManager = new ScoreManager(RulesetStore, BeatmapManager, Host.Storage, contextFactory, Host));
dependencies.Cache(KeyBindingStore = new KeyBindingStore(contextFactory, RulesetStore));
dependencies.Cache(SettingsStore = new SettingsStore(contextFactory));
dependencies.Cache(RulesetConfigCache = new RulesetConfigCache(SettingsStore));
dependencies.Cache(new OsuColour());
fileImporters.Add(BeatmapManager);
fileImporters.Add(ScoreManager);
fileImporters.Add(SkinManager);
// tracks play so loud our samples can't keep up.
// this adds a global reduction of track volume for the time being.
Audio.Track.AddAdjustment(AdjustableProperty.Volume, new BindableDouble(0.8));
beatmap = new OsuBindableBeatmap(defaultBeatmap, Audio);
dependencies.CacheAs<IBindable<WorkingBeatmap>>(beatmap);
dependencies.CacheAs(beatmap);
FileStore.Cleanup();
AddInternal(API);
GlobalActionContainer globalBinding;
MenuCursorContainer = new MenuCursorContainer { RelativeSizeAxes = Axes.Both };
MenuCursorContainer.Child = globalBinding = new GlobalActionContainer(this)
{
RelativeSizeAxes = Axes.Both,
Child = content = new OsuTooltipContainer(MenuCursorContainer.Cursor) { RelativeSizeAxes = Axes.Both }
};
base.Content.Add(new ScalingContainer(ScalingMode.Everything) { Child = MenuCursorContainer });
KeyBindingStore.Register(globalBinding);
dependencies.Cache(globalBinding);
PreviewTrackManager previewTrackManager;
dependencies.Cache(previewTrackManager = new PreviewTrackManager());
Add(previewTrackManager);
}
protected override void LoadComplete()
{
base.LoadComplete();
// TODO: This is temporary until we reimplement the local FPS display.
// It's just to allow end-users to access the framework FPS display without knowing the shortcut key.
fpsDisplayVisible = LocalConfig.GetBindable<bool>(OsuSetting.ShowFpsDisplay);
fpsDisplayVisible.ValueChanged += visible => { FrameStatisticsMode = visible.NewValue ? FrameStatisticsMode.Minimal : FrameStatisticsMode.None; };
fpsDisplayVisible.TriggerChange();
}
private void runMigrations()
{
try
{
using (var db = contextFactory.GetForWrite(false))
db.Context.Migrate();
}
catch (Exception e)
{
Logger.Error(e.InnerException ?? e, "Migration failed! We'll be starting with a fresh database.", LoggingTarget.Database);
// if we failed, let's delete the database and start fresh.
// todo: we probably want a better (non-destructive) migrations/recovery process at a later point than this.
contextFactory.ResetDatabase();
Logger.Log("Database purged successfully.", LoggingTarget.Database);
// only run once more, then hard bail.
using (var db = contextFactory.GetForWrite(false))
db.Context.Migrate();
}
}
public override void SetHost(GameHost host)
{
if (LocalConfig == null)
LocalConfig = new OsuConfigManager(host.Storage);
base.SetHost(host);
}
private readonly List<ICanAcceptFiles> fileImporters = new List<ICanAcceptFiles>();
public void Import(params string[] paths)
{
var extension = Path.GetExtension(paths.First())?.ToLowerInvariant();
foreach (var importer in fileImporters)
if (importer.HandledExtensions.Contains(extension))
importer.Import(paths);
}
public string[] HandledExtensions => fileImporters.SelectMany(i => i.HandledExtensions).ToArray();
private class OsuBindableBeatmap : BindableBeatmap
{
public OsuBindableBeatmap(WorkingBeatmap defaultValue, AudioManager audioManager)
: this(defaultValue)
{
RegisterAudioManager(audioManager);
}
public OsuBindableBeatmap(WorkingBeatmap defaultValue)
: base(defaultValue)
{
}
public override BindableBeatmap GetBoundCopy()
{
var copy = new OsuBindableBeatmap(Default);
copy.BindTo(this);
return copy;
}
}
private class OsuUserInputManager : UserInputManager
{
protected override MouseButtonEventManager CreateButtonManagerFor(MouseButton button)
{
switch (button)
{
case MouseButton.Right:
return new RightMouseManager(button);
}
return base.CreateButtonManagerFor(button);
}
private class RightMouseManager : MouseButtonEventManager
{
public RightMouseManager(MouseButton button)
: base(button)
{
}
public override bool EnableDrag => true; // allow right-mouse dragging for absolute scroll in scroll containers.
public override bool EnableClick => false;
public override bool ChangeFocusOnClick => false;
}
}
}
}