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70d2de5669
It should not run in multiplayer. Even if we wanted to allow touch-only playlist items at some point, the current behaviour of multiplayer song selects with respect to touch device mod is currently just broken.
172 lines
5.5 KiB
C#
172 lines
5.5 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Localisation;
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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.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Users;
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using osu.Game.Utils;
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using osuTK.Input;
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namespace osu.Game.Screens.Select
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{
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public partial class PlaySongSelect : SongSelect
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{
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private OsuScreen? playerLoader;
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[Resolved]
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private INotificationOverlay? notifications { get; set; }
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public override bool AllowExternalScreenChange => true;
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public override MenuItem[] CreateForwardNavigationMenuItemsForBeatmap(BeatmapInfo beatmap) => new MenuItem[]
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{
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new OsuMenuItem(ButtonSystemStrings.Play.ToSentence(), MenuItemType.Highlighted, () => FinaliseSelection(beatmap)),
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new OsuMenuItem(ButtonSystemStrings.Edit.ToSentence(), MenuItemType.Standard, () => Edit(beatmap))
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};
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protected override UserActivity InitialActivity => new UserActivity.ChoosingBeatmap();
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private PlayBeatmapDetailArea playBeatmapDetailArea = null!;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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BeatmapOptions.AddButton(ButtonSystemStrings.Edit.ToSentence(), @"beatmap", FontAwesome.Solid.PencilAlt, colours.Yellow, () => Edit());
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AddInternal(new SongSelectTouchInputDetector());
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}
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protected void PresentScore(ScoreInfo score) =>
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FinaliseSelection(score.BeatmapInfo, score.Ruleset, () => this.Push(new SoloResultsScreen(score, false)));
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protected override BeatmapDetailArea CreateBeatmapDetailArea()
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{
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playBeatmapDetailArea = new PlayBeatmapDetailArea
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{
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Leaderboard =
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{
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ScoreSelected = PresentScore
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}
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};
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return playBeatmapDetailArea;
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Enter:
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case Key.KeypadEnter:
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// this is a special hard-coded case; we can't rely on OnPressed (of SongSelect) as GlobalActionContainer is
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// matching with exact modifier consideration (so Ctrl+Enter would be ignored).
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FinaliseSelection();
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return true;
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}
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return base.OnKeyDown(e);
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}
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private IReadOnlyList<Mod>? modsAtGameplayStart;
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private ModAutoplay? getAutoplayMod() => Ruleset.Value.CreateInstance().GetAutoplayMod();
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protected override bool OnStart()
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{
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if (playerLoader != null) return false;
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modsAtGameplayStart = Mods.Value;
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// Ctrl+Enter should start map with autoplay enabled.
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if (GetContainingInputManager().CurrentState?.Keyboard.ControlPressed == true)
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{
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var autoInstance = getAutoplayMod();
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if (autoInstance == null)
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{
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notifications?.Post(new SimpleNotification
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{
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Text = NotificationsStrings.NoAutoplayMod
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});
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return false;
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}
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var mods = Mods.Value.Append(autoInstance).ToArray();
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if (!ModUtils.CheckCompatibleSet(mods, out var invalid))
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mods = mods.Except(invalid).Append(autoInstance).ToArray();
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Mods.Value = mods;
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}
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SampleConfirm?.Play();
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this.Push(playerLoader = new PlayerLoader(createPlayer));
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return true;
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Player createPlayer()
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{
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Player player;
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var replayGeneratingMod = Mods.Value.OfType<ICreateReplayData>().FirstOrDefault();
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if (replayGeneratingMod != null)
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{
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player = new ReplayPlayer((beatmap, mods) => replayGeneratingMod.CreateScoreFromReplayData(beatmap, mods))
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{
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LeaderboardScores = { BindTarget = playBeatmapDetailArea.Leaderboard.Scores }
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};
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}
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else
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{
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player = new SoloPlayer
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{
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LeaderboardScores = { BindTarget = playBeatmapDetailArea.Leaderboard.Scores }
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};
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}
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return player;
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}
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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base.OnResuming(e);
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revertMods();
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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if (base.OnExiting(e))
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return true;
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revertMods();
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return false;
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}
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private void revertMods()
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{
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if (playerLoader == null) return;
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Mods.Value = modsAtGameplayStart;
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playerLoader = null;
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}
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}
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}
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