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In general running this import will not cause any critical failures, but the import itself *will* fail – and more loudly with the upcoming changes to `RulesetStore` (https://github.com/ppy/osu/pull/16890). Due to it being a loud failure, it will cause the notification overlay to display a parsing error, which can interrupt the flow of some tests. See test failure at https://github.com/ppy/osu/runs/5268848949?check_suite_focus=true as an example (video coverage at https://github.com/ppy/osu/pull/16890#issuecomment-1046542243).
305 lines
10 KiB
C#
305 lines
10 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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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.IO.Archives;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Backgrounds;
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using osuTK;
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using osuTK.Graphics;
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using Realms;
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namespace osu.Game.Screens.Menu
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{
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public abstract class IntroScreen : StartupScreen
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{
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/// <summary>
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/// Whether we have loaded the menu previously.
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/// </summary>
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public bool DidLoadMenu { get; private set; }
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/// <summary>
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/// A hash used to find the associated beatmap if already imported.
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/// </summary>
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protected abstract string BeatmapHash { get; }
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/// <summary>
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/// A source file to use as an import source if the intro beatmap is not yet present.
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/// Should be within the "Tracks" namespace of game resources.
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/// </summary>
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protected abstract string BeatmapFile { get; }
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protected IBindable<bool> MenuVoice { get; private set; }
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protected IBindable<bool> MenuMusic { get; private set; }
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private WorkingBeatmap initialBeatmap;
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protected ITrack Track { get; private set; }
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private const int exit_delay = 3000;
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private Sample seeya;
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protected virtual string SeeyaSampleName => "Intro/seeya";
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private LeasedBindable<WorkingBeatmap> beatmap;
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private OsuScreen nextScreen;
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[Resolved]
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private AudioManager audio { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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[CanBeNull]
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private readonly Func<OsuScreen> createNextScreen;
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[Resolved]
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private RulesetStore rulesets { get; set; }
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/// <summary>
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/// Whether the <see cref="Track"/> is provided by osu! resources, rather than a user beatmap.
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/// Only valid during or after <see cref="LogoArriving"/>.
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/// </summary>
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protected bool UsingThemedIntro { get; private set; }
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protected IntroScreen([CanBeNull] Func<MainMenu> createNextScreen = null)
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{
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this.createNextScreen = createNextScreen;
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}
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, Framework.Game game, RealmAccess realm)
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{
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// prevent user from changing beatmap while the intro is still running.
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beatmap = Beatmap.BeginLease(false);
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MenuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
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MenuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
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seeya = audio.Samples.Get(SeeyaSampleName);
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// if the user has requested not to play theme music, we should attempt to find a random beatmap from their collection.
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if (!MenuMusic.Value)
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{
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realm.Run(r =>
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{
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var usableBeatmapSets = r.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected).AsRealmCollection();
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int setCount = usableBeatmapSets.Count;
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if (setCount > 0)
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{
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var found = usableBeatmapSets[RNG.Next(0, setCount - 1)].Beatmaps.FirstOrDefault();
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if (found != null)
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initialBeatmap = beatmaps.GetWorkingBeatmap(found);
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}
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});
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}
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// we generally want a song to be playing on startup, so use the intro music even if a user has specified not to if no other track is available.
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if (initialBeatmap == null)
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{
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// Intro beatmaps are generally made using the osu! ruleset.
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// It might not be present in test projects for other rulesets.
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bool osuRulesetPresent = rulesets.GetRuleset(0) != null;
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if (!loadThemedIntro() && osuRulesetPresent)
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{
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// if we detect that the theme track or beatmap is unavailable this is either first startup or things are in a bad state.
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// this could happen if a user has nuked their files store. for now, reimport to repair this.
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var import = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).GetResultSafely();
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import?.PerformWrite(b => b.Protected = true);
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loadThemedIntro();
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}
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}
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bool loadThemedIntro()
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{
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var setInfo = beatmaps.QueryBeatmapSet(b => b.Hash == BeatmapHash);
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if (setInfo == null)
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return false;
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setInfo.PerformRead(s =>
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{
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if (s.Beatmaps.Count == 0)
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return;
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initialBeatmap = beatmaps.GetWorkingBeatmap(s.Beatmaps.First());
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});
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return UsingThemedIntro = initialBeatmap != null;
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}
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}
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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ensureEventuallyArrivingAtMenu();
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}
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[Resolved]
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private NotificationOverlay notifications { get; set; }
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private void ensureEventuallyArrivingAtMenu()
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{
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// This intends to handle the case where an intro may get stuck.
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// Historically, this could happen if the host system's audio device is in a state it can't
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// play audio, causing a clock to never elapse time and the intro to never end.
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//
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// This safety measure gives the user a chance to fix the problem from the settings menu.
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Scheduler.AddDelayed(() =>
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{
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if (DidLoadMenu)
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return;
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PrepareMenuLoad();
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LoadMenu();
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notifications.Post(new SimpleErrorNotification
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{
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Text = "osu! doesn't seem to be able to play audio correctly.\n\nPlease try changing your audio device to a working setting."
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});
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}, 5000);
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}
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public override void OnResuming(IScreen last)
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{
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this.FadeIn(300);
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double fadeOutTime = exit_delay;
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var track = musicController.CurrentTrack;
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// ensure the track doesn't change or loop as we are exiting.
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track.Looping = false;
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Beatmap.Disabled = true;
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// we also handle the exit transition.
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if (MenuVoice.Value)
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{
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seeya.Play();
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// if playing the outro voice, we have more time to have fun with the background track.
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// initially fade to almost silent then ramp out over the remaining time.
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const double initial_fade = 200;
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track
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.VolumeTo(0.03f, initial_fade).Then()
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.VolumeTo(0, fadeOutTime - initial_fade, Easing.In);
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}
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else
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{
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fadeOutTime = 500;
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// if outro voice is turned off, just do a simple fade out.
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track.VolumeTo(0, fadeOutTime, Easing.Out);
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}
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//don't want to fade out completely else we will stop running updates.
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Game.FadeTo(0.01f, fadeOutTime).OnComplete(_ => this.Exit());
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base.OnResuming(last);
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}
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public override void OnSuspending(IScreen next)
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{
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base.OnSuspending(next);
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initialBeatmap = null;
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}
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack();
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protected virtual void StartTrack()
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{
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// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Menu.
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if (UsingThemedIntro)
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Track.Start();
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}
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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logo.Colour = Color4.White;
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logo.Triangles = false;
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logo.Ripple = false;
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if (!resuming)
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{
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// generally this can never be null
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// an exception is running ruleset tests, where the osu! ruleset may not be present (causing importing the intro to fail).
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if (initialBeatmap != null)
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beatmap.Value = initialBeatmap;
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Track = beatmap.Value.Track;
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// ensure the track starts at maximum volume
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musicController.CurrentTrack.FinishTransforms();
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logo.MoveTo(new Vector2(0.5f));
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logo.ScaleTo(Vector2.One);
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logo.Hide();
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}
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else
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{
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const int quick_appear = 350;
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int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
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logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
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logo
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.ScaleTo(1, initialMovementTime, Easing.OutQuint)
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.FadeIn(quick_appear, Easing.OutQuint)
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.Then()
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.RotateTo(20, exit_delay * 1.5f)
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.FadeOut(exit_delay);
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}
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}
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protected void PrepareMenuLoad()
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{
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if (nextScreen != null)
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return;
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nextScreen = createNextScreen?.Invoke();
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if (nextScreen != null)
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LoadComponentAsync(nextScreen);
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}
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protected void LoadMenu()
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{
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if (DidLoadMenu)
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return;
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beatmap.Return();
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DidLoadMenu = true;
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if (nextScreen != null)
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this.Push(nextScreen);
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}
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}
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}
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