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osu-lazer/osu.Game/Screens/Play/Player.cs
2017-03-23 23:57:33 -03:00

355 lines
11 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Transforms;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Timing;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Input.Handlers;
using osu.Game.Modes;
using osu.Game.Modes.UI;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Ranking;
using System;
using System.Linq;
namespace osu.Game.Screens.Play
{
public class Player : OsuScreen
{
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap);
internal override bool ShowOverlays => false;
internal override bool HasLocalCursorDisplayed => !hasReplayLoaded && !IsPaused;
private bool hasReplayLoaded => hitRenderer.InputManager.ReplayInputHandler != null;
public BeatmapInfo BeatmapInfo;
public bool IsPaused { get; private set; }
public int RestartCount;
private const double pause_cooldown = 1000;
private double lastPauseActionTime;
private bool canPause => Time.Current >= lastPauseActionTime + pause_cooldown;
private IAdjustableClock sourceClock;
private IFrameBasedClock interpolatedSourceClock;
private Ruleset ruleset;
private ScoreProcessor scoreProcessor;
private HitRenderer hitRenderer;
private Bindable<int> dimLevel;
private SkipButton skipButton;
private HudOverlay hudOverlay;
private PauseOverlay pauseOverlay;
[BackgroundDependencyLoader]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config)
{
var beatmap = Beatmap.Beatmap;
if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
{
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
Exit();
return;
}
dimLevel = config.GetBindable<int>(OsuConfig.DimLevel);
mouseWheelDisabled = config.GetBindable<bool>(OsuConfig.MouseDisableWheel);
try
{
if (Beatmap == null)
Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0)
throw new Exception("No valid objects were found!");
if (Beatmap == null)
throw new Exception("Beatmap was not loaded");
}
catch (Exception e)
{
Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);
//couldn't load, hard abort!
Exit();
return;
}
Track track = Beatmap.Track;
if (track != null)
{
audio.Track.SetExclusive(track);
sourceClock = track;
}
sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
interpolatedSourceClock = new InterpolatingFramedClock(sourceClock);
Schedule(() =>
{
sourceClock.Reset();
});
ruleset = Ruleset.GetRuleset(Beatmap.PlayMode);
hitRenderer = ruleset.CreateHitRendererWith(Beatmap);
scoreProcessor = hitRenderer.CreateScoreProcessor();
hudOverlay = new StandardHudOverlay();
hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
hudOverlay.BindProcessor(scoreProcessor);
pauseOverlay = new PauseOverlay
{
Depth = -1,
OnResume = delegate
{
hudOverlay.Progress.Hide();
Delay(400);
Schedule(Resume);
},
OnRetry = Restart,
OnQuit = Exit
};
if (ReplayInputHandler != null)
hitRenderer.InputManager.ReplayInputHandler = ReplayInputHandler;
hudOverlay.BindHitRenderer(hitRenderer);
hudOverlay.Progress.Length = Beatmap?.Track?.Length ?? 0;
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
hitRenderer.OnAllJudged += onCompletion;
//bind ScoreProcessor to ourselves (for a fail situation)
scoreProcessor.Failed += onFail;
Children = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Clock = interpolatedSourceClock,
Children = new Drawable[]
{
hitRenderer,
skipButton = new SkipButton
{
Alpha = 0
},
}
},
hudOverlay,
pauseOverlay
};
}
protected override void Update()
{
base.Update();
hudOverlay.Progress.CurrentTime = Beatmap.Track.CurrentTime;
}
private void initializeSkipButton()
{
const double skip_required_cutoff = 3000;
const double fade_time = 300;
double firstHitObject = Beatmap.Beatmap.HitObjects.First().StartTime;
if (firstHitObject < skip_required_cutoff)
{
skipButton.Alpha = 0;
skipButton.Expire();
return;
}
skipButton.FadeInFromZero(fade_time);
skipButton.Action = () =>
{
sourceClock.Seek(firstHitObject - skip_required_cutoff - fade_time);
skipButton.Action = null;
};
skipButton.Delay(firstHitObject - skip_required_cutoff - fade_time);
skipButton.FadeOut(fade_time);
skipButton.Expire();
}
public void Pause(bool force = false)
{
if (canPause || force)
{
lastPauseActionTime = Time.Current;
hudOverlay.KeyCounter.IsCounting = false;
hudOverlay.Progress.Show();
pauseOverlay.Retries = RestartCount;
pauseOverlay.Show();
sourceClock.Stop();
IsPaused = true;
}
else
{
IsPaused = false;
}
}
public void Resume()
{
lastPauseActionTime = Time.Current;
hudOverlay.KeyCounter.IsCounting = true;
hudOverlay.Progress.Hide();
pauseOverlay.Hide();
sourceClock.Start();
IsPaused = false;
}
public void TogglePaused()
{
IsPaused = !IsPaused;
if (IsPaused) Pause(); else Resume();
}
public void Restart()
{
sourceClock.Stop(); // If the clock is running and Restart is called the game will lag until relaunch
var newPlayer = new Player();
newPlayer.LoadAsync(Game, delegate
{
newPlayer.RestartCount = RestartCount + 1;
ValidForResume = false;
if (!Push(newPlayer))
{
// Error(?)
}
});
}
private void onCompletion()
{
// Only show the completion screen if the player hasn't failed
if (scoreProcessor.HasFailed)
return;
Delay(1000);
Schedule(delegate
{
ValidForResume = false;
Push(new Results
{
Score = scoreProcessor.CreateScore()
});
});
}
private void onFail()
{
Content.FadeColour(Color4.Red, 500);
sourceClock.Stop();
Delay(500);
Schedule(delegate
{
ValidForResume = false;
Push(new FailDialog());
});
}
protected override void OnEntering(Screen last)
{
base.OnEntering(last);
(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, EasingTypes.OutQuint);
Background?.FadeTo((100f - dimLevel) / 100, 1500, EasingTypes.OutQuint);
Content.Alpha = 0;
dimLevel.ValueChanged += dimChanged;
Content.ScaleTo(0.7f);
Content.Delay(250);
Content.FadeIn(250);
Content.ScaleTo(1, 750, EasingTypes.OutQuint);
Delay(750);
Schedule(() =>
{
sourceClock.Start();
initializeSkipButton();
});
}
protected override void OnSuspending(Screen next)
{
Content.FadeOut(350);
Content.ScaleTo(0.7f, 750, EasingTypes.InQuint);
base.OnSuspending(next);
}
protected override bool OnExiting(Screen next)
{
if (pauseOverlay == null) return false;
if (hasReplayLoaded)
return false;
if (pauseOverlay.State != Visibility.Visible && !canPause) return true;
if (!IsPaused && sourceClock.IsRunning) // For if the user presses escape quickly when entering the map
{
Pause();
return true;
}
else
{
FadeOut(250);
Content.ScaleTo(0.7f, 750, EasingTypes.InQuint);
dimLevel.ValueChanged -= dimChanged;
Background?.FadeTo(1f, 200);
return base.OnExiting(next);
}
}
private void dimChanged(object sender, EventArgs e)
{
Background?.FadeTo((100f - dimLevel) / 100, 800);
}
private Bindable<bool> mouseWheelDisabled;
public ReplayInputHandler ReplayInputHandler;
protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused;
}
}