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mirror of https://github.com/ppy/osu.git synced 2024-09-22 22:47:25 +08:00
osu-lazer/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.cs

182 lines
5.7 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Match
{
[Cached(typeof(IPreviewTrackOwner))]
public abstract class RoomSubScreen : OnlinePlaySubScreen, IPreviewTrackOwner
{
protected readonly Bindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
public override bool DisallowExternalBeatmapRulesetChanges => true;
private SampleChannel sampleStart;
[Resolved(typeof(Room), nameof(Room.Playlist))]
protected BindableList<PlaylistItem> Playlist { get; private set; }
[Resolved]
private MusicController music { get; set; }
[Resolved]
private BeatmapManager beatmapManager { get; set; }
[Resolved(canBeNull: true)]
protected OnlinePlayScreen ParentScreen { get; private set; }
private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
[Cached]
protected OnlinePlayBeatmapAvailablilityTracker BeatmapAvailablilityTracker { get; }
private readonly Container content;
protected RoomSubScreen()
{
InternalChildren = new Drawable[]
{
BeatmapAvailablilityTracker = new OnlinePlayBeatmapAvailablilityTracker
{
SelectedItem = { BindTarget = SelectedItem }
},
content = new Container { RelativeSizeAxes = Axes.Both },
};
}
// Forward all internal management to content to ensure locally added components are not removed unintentionally.
// This is a bit ugly but we don't have the concept of InternalContent so it'll have to do for now. (https://github.com/ppy/osu-framework/issues/1690)
protected override void AddInternal(Drawable drawable) => content.Add(drawable);
protected override bool RemoveInternal(Drawable drawable) => content.Remove(drawable);
protected override void ClearInternal(bool disposeChildren = true) => content.Clear(disposeChildren);
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
sampleStart = audio.Samples.Get(@"SongSelect/confirm-selection");
}
protected override void LoadComplete()
{
base.LoadComplete();
SelectedItem.BindValueChanged(_ => Scheduler.AddOnce(selectedItemChanged));
SelectedItem.Value = Playlist.FirstOrDefault();
managerUpdated = beatmapManager.ItemUpdated.GetBoundCopy();
managerUpdated.BindValueChanged(beatmapUpdated);
}
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
beginHandlingTrack();
}
public override void OnSuspending(IScreen next)
{
endHandlingTrack();
base.OnSuspending(next);
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
beginHandlingTrack();
}
public override bool OnExiting(IScreen next)
{
RoomManager?.PartRoom();
Mods.Value = Array.Empty<Mod>();
endHandlingTrack();
return base.OnExiting(next);
}
protected void StartPlay(Func<Player> player)
{
sampleStart?.Play();
ParentScreen?.Push(new PlayerLoader(player));
}
private void selectedItemChanged()
{
updateWorkingBeatmap();
var item = SelectedItem.Value;
Mods.Value = item?.RequiredMods?.ToArray() ?? Array.Empty<Mod>();
if (item?.Ruleset != null)
Ruleset.Value = item.Ruleset.Value;
}
private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet) => Schedule(updateWorkingBeatmap);
private void updateWorkingBeatmap()
{
var beatmap = SelectedItem.Value?.Beatmap.Value;
// Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info
var localBeatmap = beatmap == null ? null : beatmapManager.QueryBeatmap(b => b.OnlineBeatmapID == beatmap.OnlineBeatmapID);
Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
}
private void beginHandlingTrack()
{
Beatmap.BindValueChanged(applyLoopingToTrack, true);
}
private void endHandlingTrack()
{
Beatmap.ValueChanged -= applyLoopingToTrack;
cancelTrackLooping();
}
private void applyLoopingToTrack(ValueChangedEvent<WorkingBeatmap> _ = null)
{
if (!this.IsCurrentScreen())
return;
var track = Beatmap.Value?.Track;
if (track != null)
{
track.RestartPoint = Beatmap.Value.Metadata.PreviewTime;
track.Looping = true;
music?.EnsurePlayingSomething();
}
}
private void cancelTrackLooping()
{
var track = Beatmap?.Value?.Track;
if (track != null)
{
track.Looping = false;
track.RestartPoint = 0;
}
}
}
}