Files
Ez2Lazer/osu.Game/Screens/SelectV2/SongSelect.cs
LA 3c6f7af13a Merge remote-tracking branch 'upstream/master' into locmain
# Conflicts:
#	osu.Game/Screens/Ranking/Statistics/StatisticsPanel.cs
#	osu.Game/osu.Game.csproj
2026-02-17 22:22:22 +08:00

1303 lines
51 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.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Development;
using osu.Framework.Extensions;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Input.StateChanges;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Collections;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics.Carousel;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.LAsEzExtensions.Audio;
using osu.Game.LAsEzExtensions.Configuration;
using osu.Game.Localisation;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Volume;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Footer;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Skinning;
using osu.Game.Utils;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Screens.SelectV2
{
/// <summary>
/// This screen is intended to house all components introduced in the new song select design to add transitions and examine the overall look.
/// This will be gradually built upon and ultimately replace <see cref="Select.SongSelect"/> once everything is in place.
/// </summary>
public abstract partial class SongSelect : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, ISongSelect, IHandlePresentBeatmap, IProvideCursor
{
/// <summary>
/// A debounce that governs how long after a panel is selected before the rest of song select (and the game at large)
/// updates to show that selection.
///
/// This is intentionally slightly higher than key repeat, but low enough to not impede user experience.
/// </summary>
public const int SELECTION_DEBOUNCE = 150;
/// <summary>
/// A general "global" debounce to be applied to anything aggressive difficulty calculation at song select,
/// either after selection or after a panel comes on screen. Value should be low enough that users don't complain,
/// but otherwise as high as possible to reduce overheads.
/// </summary>
public const int DIFFICULTY_CALCULATION_DEBOUNCE = 150;
private const float logo_scale = 0.4f;
private const double fade_duration = 300;
public const float WEDGE_CONTENT_MARGIN = CORNER_RADIUS_HIDE_OFFSET + OsuGame.SCREEN_EDGE_MARGIN;
public const float CORNER_RADIUS_HIDE_OFFSET = 20f;
public const float ENTER_DURATION = 600;
/// <summary>
/// Whether this song select instance should take control of the global track,
/// applying looping and preview offsets.
/// </summary>
protected bool ControlGlobalMusic { get; init; } = true;
/// <summary>
/// Whether the osu! logo should be shown at the bottom-right of the screen.
/// </summary>
protected bool ShowOsuLogo { get; init; } = true;
protected MarginPadding LeftPadding { get; init; }
private ModSelectOverlay modSelectOverlay = null!;
private ModSpeedHotkeyHandler modSpeedHotkeyHandler = null!;
// Blue is the most neutral choice, so I'm using that for now.
// Purple makes the most sense to match the "gameplay" flow, but it's a bit too strong for the current design.
// TODO: Colour scheme choice should probably be customisable by the user.
[Cached]
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
private BeatmapCarousel carousel = null!;
private FilterControl filterControl = null!;
private BeatmapTitleWedge titleWedge = null!;
private BeatmapDetailsArea detailsArea = null!;
private FillFlowContainer wedgesContainer = null!;
private Box rightGradientBackground = null!;
private Container mainContent = null!;
private SkinnableContainer skinnableContent = null!;
private GridContainer mainGridContainer = null!;
private NoResultsPlaceholder noResultsPlaceholder = null!;
public override bool? ApplyModTrackAdjustments => true;
public override bool ShowFooter => true;
private Sample? errorSample;
[Resolved]
private OsuGameBase? game { get; set; }
[Resolved]
private OsuLogo? logo { get; set; }
[Resolved]
private BeatmapSetOverlay? beatmapOverlay { get; set; }
[Resolved]
private BeatmapManager beatmaps { get; set; } = null!;
[Resolved]
private IAPIProvider api { get; set; } = null!;
[Resolved]
private ManageCollectionsDialog? collectionsDialog { get; set; }
[Resolved]
private DifficultyRecommender? difficultyRecommender { get; set; }
[Resolved]
private IDialogOverlay? dialogOverlay { get; set; }
[Resolved]
private IOverlayManager? overlayManager { get; set; }
private InputManager inputManager = null!;
private readonly RealmPopulatingOnlineLookupSource onlineLookupSource = new RealmPopulatingOnlineLookupSource();
private Bindable<bool> configBackgroundBlur = null!;
private Bindable<bool> showConvertedBeatmaps = null!;
private Bindable<KeySoundPreviewMode> keySoundPreview = null!;
private EzPreviewTrackManager ezPreviewManager = null!;
private IDisposable? modSelectOverlayRegistration;
[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager config, Ez2ConfigManager ezConfig)
{
errorSample = audio.Samples.Get(@"UI/generic-error");
AddRangeInternal(new Drawable[]
{
new GlobalScrollAdjustsVolume(),
onlineLookupSource,
mainContent = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Bottom = ScreenFooter.HEIGHT },
Child = new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.Both,
Child = new PopoverContainer
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Width = 0.6f,
Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.3f), Color4.Black.Opacity(0f)),
},
mainGridContainer = new GridContainer // used for max width implementation
{
RelativeSizeAxes = Axes.Both,
Content = new[]
{
new[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
// Ensure the left components are on top of the carousel both visually (although they should never overlay)
// but more importantly, for input purposes to allow the scroll-to-selection logic to override carousel's
// screen-wide scroll handling.
Depth = float.MinValue,
Shear = OsuGame.SHEAR,
Padding = new MarginPadding
{
Top = -CORNER_RADIUS_HIDE_OFFSET,
Left = -CORNER_RADIUS_HIDE_OFFSET,
},
Children = new Drawable[]
{
new Container
{
// Pad enough to only reset scroll when well into the left wedge areas.
Padding = new MarginPadding { Right = 40 },
RelativeSizeAxes = Axes.Both,
Child = new Select.SongSelect.LeftSideInteractionContainer(() => carousel.ScrollToSelection())
{
RelativeSizeAxes = Axes.Both,
},
},
wedgesContainer = new FillFlowContainer
{
RelativeSizeAxes = Axes.Both,
Spacing = new Vector2(0f, 4f),
Direction = FillDirection.Vertical,
Padding = LeftPadding,
Children = new Drawable[]
{
new ShearAligningWrapper(titleWedge = new BeatmapTitleWedge()),
new ShearAligningWrapper(detailsArea = new BeatmapDetailsArea()),
},
},
}
},
Empty(),
new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
rightGradientBackground = new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.0f), Color4.Black.Opacity(0.5f)),
RelativeSizeAxes = Axes.Both,
},
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding
{
Top = FilterControl.HEIGHT_FROM_SCREEN_TOP + 5,
Bottom = 5,
},
Children = new Drawable[]
{
carousel = new BeatmapCarousel
{
BleedTop = FilterControl.HEIGHT_FROM_SCREEN_TOP + 5,
BleedBottom = ScreenFooter.HEIGHT + 5,
RelativeSizeAxes = Axes.Both,
RequestPresentBeatmap = b => SelectAndRun(b, OnStart),
RequestSelection = queueBeatmapSelection,
RequestRecommendedSelection = requestRecommendedSelection,
NewItemsPresented = newItemsPresented,
},
noResultsPlaceholder = new NoResultsPlaceholder
{
RequestClearFilterText = () => filterControl.Search(string.Empty)
}
}
},
filterControl = new FilterControl
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
RelativeSizeAxes = Axes.X,
ScopedBeatmapSet = { BindTarget = ScopedBeatmapSet },
},
}
},
},
}
},
}
},
}
},
skinnableContent = new SkinnableContainer(new GlobalSkinnableContainerLookup(GlobalSkinnableContainers.SongSelect))
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
},
modSpeedHotkeyHandler = new ModSpeedHotkeyHandler()
});
LoadComponent(modSelectOverlay = CreateModSelectOverlay());
configBackgroundBlur = config.GetBindable<bool>(OsuSetting.SongSelectBackgroundBlur);
configBackgroundBlur.BindValueChanged(e =>
{
if (!this.IsCurrentScreen())
return;
updateBackgroundDim();
});
ezPreviewManager = new EzPreviewTrackManager();
AddInternal(ezPreviewManager);
keySoundPreview = ezConfig.GetBindable<KeySoundPreviewMode>(Ez2Setting.KeySoundPreviewMode);
showConvertedBeatmaps = config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps);
}
// Colour scheme for mod overlay is left as default (green) to match mods button.
// Not sure about this, but we'll iterate based on feedback.
protected virtual ModSelectOverlay CreateModSelectOverlay() => new UserModSelectOverlay
{
ShowPresets = true,
};
private void requestRecommendedSelection(IEnumerable<GroupedBeatmap> groupedBeatmaps)
{
var recommendedBeatmap = difficultyRecommender?.GetRecommendedBeatmap(groupedBeatmaps.Select(gb => gb.Beatmap)) ?? groupedBeatmaps.First().Beatmap;
queueBeatmapSelection(groupedBeatmaps.First(bug => bug.Beatmap.Equals(recommendedBeatmap)));
}
/// <summary>
/// Called when a selection is made to progress away from the song select screen.
///
/// This is the default action which should be provided to <see cref="SelectAndRun"/>.
/// </summary>
protected abstract void OnStart();
public override IReadOnlyList<ScreenFooterButton> CreateFooterButtons() => new ScreenFooterButton[]
{
new FooterButtonMods(modSelectOverlay)
{
Hotkey = GlobalAction.ToggleModSelection,
Current = Mods,
RequestDeselectAllMods = () =>
{
if (modSelectOverlay.State.Value == Visibility.Visible)
modSelectOverlay.DeselectAll();
else
Mods.Value = Array.Empty<Mod>();
}
},
new FooterButtonRandom
{
NextRandom = () =>
{
if (!carousel.NextRandom())
errorSample?.Play();
},
PreviousRandom = () =>
{
if (!carousel.PreviousRandom())
errorSample?.Play();
}
},
new FooterButtonOptions
{
Hotkey = GlobalAction.ToggleBeatmapOptions,
}
};
protected override void LoadComplete()
{
base.LoadComplete();
modSelectOverlayRegistration = overlayManager?.RegisterBlockingOverlay(modSelectOverlay);
inputManager = GetContainingInputManager()!;
filterControl.CriteriaChanged += criteriaChanged;
modSelectOverlay.State.BindValueChanged(v =>
{
if (!this.IsCurrentScreen())
return;
if (ShowOsuLogo)
logo?.FadeTo(v.NewValue == Visibility.Visible ? 0f : 1f, 200, Easing.OutQuint);
});
Beatmap.BindValueChanged(_ =>
{
if (!this.IsCurrentScreen())
return;
ensureGlobalBeatmapValid();
ensurePlayingSelected();
updateBackgroundDim();
updateWedgeVisibility();
fetchOnlineInfo();
});
keySoundPreview.BindValueChanged(e =>
{
Logger.Log("[Key sound preview mode] changed to " + e.NewValue);
ezPreviewManager.EnabledBindable.Value = e.NewValue != 0;
ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None);
ensurePlayingSelected();
});
}
protected override void Update()
{
base.Update();
detailsArea.Height = wedgesContainer.ChildSize.Y - titleWedge.LayoutSize.Y - 4;
float widescreenBonusWidth = Math.Max(0, DrawWidth / DrawHeight - 2f);
mainGridContainer.ColumnDimensions = new[]
{
new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 700 + widescreenBonusWidth * 100),
new Dimension(),
new Dimension(GridSizeMode.Relative, 0.5f, minSize: 500, maxSize: 700 + widescreenBonusWidth * 300),
};
if (this.IsCurrentScreen())
updateDebounce();
}
#region Selection debounce
private BeatmapInfo? debounceQueuedSelection;
private double debounceElapsedTime;
private void debounceQueueSelection(BeatmapInfo beatmap)
{
debounceQueuedSelection = beatmap;
debounceElapsedTime = 0;
}
private void updateDebounce()
{
if (debounceQueuedSelection == null) return;
double elapsed = Clock.ElapsedFrameTime;
// When a key is being held, assume the user is traversing the carousel using key repeat.
// We want to change panels less often in this state (basically making debounce longer than initial key repeat, at least).
double debounceInterval = inputManager.CurrentState.Keyboard.Keys.HasAnyButtonPressed ? SELECTION_DEBOUNCE * 2 : SELECTION_DEBOUNCE;
// avoid debounce running early if there's a single long frame.
if (!DebugUtils.IsNUnitRunning && Clock.FramesPerSecond > 0)
elapsed = Math.Min(1000 / Clock.FramesPerSecond, elapsed);
debounceElapsedTime += elapsed;
if (debounceElapsedTime >= debounceInterval)
performDebounceSelection();
}
private void performDebounceSelection()
{
if (debounceQueuedSelection == null) return;
try
{
if (Beatmap.Value.BeatmapInfo.Equals(debounceQueuedSelection))
return;
Beatmap.Value = beatmaps.GetWorkingBeatmap(debounceQueuedSelection);
}
finally
{
cancelDebounceSelection();
}
}
private void cancelDebounceSelection()
{
debounceQueuedSelection = null;
debounceElapsedTime = 0;
}
#endregion
#region Audio
[Resolved]
private MusicController music { get; set; } = null!;
private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
/// <summary>
/// Ensures some music is playing for the current track.
/// Will resume playback from a manual user pause if the track has changed.
/// </summary>
private void ensurePlayingSelected()
{
if (!ControlGlobalMusic)
return;
ITrack track = music.CurrentTrack;
bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
if (!track.IsRunning && (music.UserPauseRequested != true || isNewTrack))
{
Logger.Log($"Song select decided to {nameof(ensurePlayingSelected)}");
// Only restart playback if a new track.
// This is important so that when exiting gameplay, the track is not restarted back to the preview point.
music.Play(isNewTrack);
}
lastTrack.SetTarget(track);
}
private bool isHandlingLooping;
private void beginLooping()
{
Debug.Assert(!isHandlingLooping);
isHandlingLooping = true;
ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None);
music.TrackChanged += ensureTrackLooping;
}
private void endLooping()
{
// may be called multiple times during screen exit process.
if (!isHandlingLooping)
return;
ezPreviewManager.StopPreview();
music.CurrentTrack.Looping = isHandlingLooping = false;
music.TrackChanged -= ensureTrackLooping;
}
private void ensureTrackLooping(IWorkingBeatmap beatmap, TrackChangeDirection changeDirection)
{
if (!ezPreviewManager.StartPreview(beatmap) && keySoundPreview.Value == 0)
{
ezPreviewManager.StopPreview();
}
beatmap.PrepareTrackForPreview(true);
}
#endregion
#region Selection handling
/// <summary>
/// Finalises selection on the given <see cref="BeatmapInfo"/> and runs the provided action if possible.
/// </summary>
/// <param name="beatmap">The beatmap which should be selected. If not provided, the current globally selected beatmap will be used.</param>
/// <param name="startAction">The action to perform if conditions are met to be able to proceed. May not be invoked if in an invalid state.</param>
public void SelectAndRun(BeatmapInfo beatmap, Action startAction)
{
if (!this.IsCurrentScreen())
return;
if (!checkBeatmapValidForSelection(beatmap))
return;
// To ensure sanity, cancel any pending selection as we are about to force a selection.
// Carousel selection will update to the forced selection via a call of `ensureGlobalBeatmapValid` below, or when song select becomes current again.
cancelDebounceSelection();
// Forced refetch is important here to guarantee correct invalidation across all difficulties (editor specific).
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, true);
if (Beatmap.IsDefault)
return;
startAction();
}
/// <summary>
/// Prepares the proposed beatmap for global selection based on a carousel user-performed action.
/// </summary>
/// <remarks>
/// Calling this method will:
/// - Immediately update the selection the carousel.
/// - After <see cref="SELECTION_DEBOUNCE"/>, update the global beatmap. This in turn causes song select visuals (title, details, leaderboard) to update.
/// This debounce is intended to avoid high overheads from churning lookups while a user is changing selection via rapid keyboard operations.
/// </remarks>
/// <param name="groupedBeatmap">The beatmap to be selected.</param>
private void queueBeatmapSelection(GroupedBeatmap groupedBeatmap)
{
if (!this.IsCurrentScreen())
return;
carousel.CurrentGroupedBeatmap = groupedBeatmap;
// Debounce consideration is to avoid beatmap churn on key repeat selection.
debounceQueueSelection(groupedBeatmap.Beatmap);
}
private bool ensureGlobalBeatmapValid()
{
if (!this.IsCurrentScreen())
return false;
performDebounceSelection();
// While filtering, let's not ever attempt to change selection.
// This will be resolved after the filter completes, see `newItemsPresented`.
if (IsFiltering)
return false;
// Refetch to be confident that the current selection is still valid. It may have been deleted or hidden.
var currentBeatmap = beatmaps.GetWorkingBeatmap(Beatmap.Value.BeatmapInfo, true);
bool validSelection = checkBeatmapValidForSelection(currentBeatmap.BeatmapInfo);
if (validSelection)
{
carousel.CurrentBeatmap = currentBeatmap.BeatmapInfo;
return true;
}
// If there was no beatmap selected, pick a random one.
if (Beatmap.IsDefault)
{
validSelection = carousel.NextRandom();
performDebounceSelection();
return validSelection;
}
// If a previous non-default selection became non-valid, it was likely hidden or deleted.
if (!validSelection)
{
// In the case a difficulty was hidden or removed, prefer selecting another difficulty from the same set.
var activeSet = currentBeatmap.BeatmapSetInfo;
var validBeatmaps = activeSet.Beatmaps.Where(checkBeatmapValidForSelection).ToArray();
if (validBeatmaps.Any())
{
var beatmap = difficultyRecommender?.GetRecommendedBeatmap(validBeatmaps) ?? validBeatmaps.First();
carousel.CurrentBeatmap = beatmap;
debounceQueueSelection(beatmap);
return true;
}
}
// If all else fails, use the default beatmap.
Beatmap.SetDefault();
performDebounceSelection();
return validSelection;
}
private bool checkBeatmapValidForSelection(BeatmapInfo beatmap)
{
if (!beatmap.AllowGameplayWithRuleset(Ruleset.Value, showConvertedBeatmaps.Value))
return false;
if (beatmap.Hidden)
return false;
if (beatmap.BeatmapSet == null)
return false;
if (beatmap.BeatmapSet.Protected || beatmap.BeatmapSet.DeletePending)
return false;
return true;
}
#endregion
#region Transitions
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
this.FadeIn();
onArrivingAtScreen();
}
public override void OnResuming(ScreenTransitionEvent e)
{
base.OnResuming(e);
this.FadeIn(fade_duration, Easing.OutQuint);
onArrivingAtScreen();
ensureGlobalBeatmapValid();
detailsArea.Refresh();
if (ControlGlobalMusic)
{
// restart playback on returning to song select, regardless.
// not sure this should be a permanent thing (we may want to leave a user pause paused even on returning)
music.ResetTrackAdjustments();
music.Play(requestedByUser: true);
}
}
public override void OnSuspending(ScreenTransitionEvent e)
{
carousel.VisuallyFocusSelected = true;
this.FadeOut(fade_duration, Easing.OutQuint);
onLeavingScreen();
base.OnSuspending(e);
}
public override bool OnExiting(ScreenExitEvent e)
{
this.FadeOut(fade_duration, Easing.OutQuint);
onLeavingScreen();
return base.OnExiting(e);
}
private void onArrivingAtScreen()
{
modSelectOverlay.Beatmap.BindTo(Beatmap);
// required due to https://github.com/ppy/osu-framework/issues/3218
modSelectOverlay.SelectedMods.Disabled = false;
modSelectOverlay.SelectedMods.BindTo(Mods);
carousel.VisuallyFocusSelected = false;
updateWedgeVisibility();
if (ControlGlobalMusic)
{
// Avoid abruptly starting playback at preview point.
// Importantly, this should be done before looping is setup to ensure we get the correct imminent `IsPlaying` state.
if (!music.IsPlaying)
{
music.DuckMomentarily(0, new DuckParameters
{
DuckDuration = 0,
DuckVolumeTo = 0,
RestoreDuration = 800,
RestoreEasing = Easing.OutQuint
});
}
beginLooping();
}
ensureGlobalBeatmapValid();
ensurePlayingSelected();
updateBackgroundDim();
fetchOnlineInfo(force: true);
}
private void onLeavingScreen()
{
restoreBackground();
modSelectOverlay.SelectedMods.UnbindFrom(Mods);
modSelectOverlay.Beatmap.UnbindFrom(Beatmap);
updateWedgeVisibility();
endLooping();
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
if (!ShowOsuLogo)
return;
if (logo.Alpha > 0.8f && resuming)
Footer?.StartTrackingLogo(logo, 400, Easing.OutQuint);
else
{
logo.Hide();
logo.ScaleTo(0.2f);
Footer?.StartTrackingLogo(logo);
}
logo.FadeIn(240, Easing.OutQuint);
logo.ScaleTo(logo_scale, 240, Easing.OutQuint);
logo.Action = () =>
{
ensureGlobalBeatmapValid();
SelectAndRun(Beatmap.Value.BeatmapInfo, OnStart);
return false;
};
}
protected override void LogoSuspending(OsuLogo logo)
{
base.LogoSuspending(logo);
if (!ShowOsuLogo)
return;
Footer?.StopTrackingLogo();
}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
if (!ShowOsuLogo)
return;
Footer?.StopTrackingLogo();
logo.ScaleTo(0.2f, 120, Easing.Out);
logo.FadeOut(120, Easing.Out);
}
private void updateWedgeVisibility()
{
// Ensure we don't show an invalid selection before the carousel has finished initially filtering.
// This avoids a flicker of a placeholder or invalid beatmap before a proper selection.
//
// After the carousel finishes filtering, it will attempt a selection then call this method again.
if (!CarouselItemsPresented && !checkBeatmapValidForSelection(Beatmap.Value.BeatmapInfo))
return;
if (carousel.VisuallyFocusSelected)
{
titleWedge.Hide();
detailsArea.Hide();
filterControl.Hide();
}
else
{
titleWedge.Show();
detailsArea.Show();
filterControl.Show();
}
}
private void updateBackgroundDim() => ApplyToBackground(backgroundModeBeatmap =>
{
backgroundModeBeatmap.Beatmap = Beatmap.Value;
backgroundModeBeatmap.IgnoreUserSettings.Value = true;
backgroundModeBeatmap.DimWhenUserSettingsIgnored.Value = 0.1f;
// Required to undo results screen dimming the background.
// Probably needs more thought because this needs to be in every `ApplyToBackground` currently to restore sane defaults.
backgroundModeBeatmap.FadeColour(Color4.White, 250);
bool backgroundRevealActive = revealBackgroundDelegate?.State == ScheduledDelegate.RunState.Running || revealBackgroundDelegate?.State == ScheduledDelegate.RunState.Complete;
backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value && !backgroundRevealActive ? 20 : 0f;
});
#endregion
#region Filtering
/// <summary>
/// Whether the carousel has finished initial presentation of beatmap panels.
/// </summary>
public bool CarouselItemsPresented { get; private set; }
/// <summary>
/// Whether the carousel is or will be undergoing a filter operation.
/// </summary>
public bool IsFiltering => carousel.IsFiltering || filterDebounce?.State == ScheduledDelegate.RunState.Waiting;
private const double filter_delay = 250;
private ScheduledDelegate? filterDebounce;
private void criteriaChanged(FilterCriteria criteria)
{
filterDebounce?.Cancel();
// The first filter needs to be applied immediately as this triggers the initial carousel load.
bool isFirstFilter = filterDebounce == null;
// Criteria change may have included a ruleset change which made the current selection invalid.
bool isSelectionValid = checkBeatmapValidForSelection(Beatmap.Value.BeatmapInfo);
filterDebounce = Scheduler.AddDelayed(() => carousel.Filter(criteria, !isSelectionValid), isFirstFilter || !isSelectionValid ? 0 : filter_delay);
}
private void newItemsPresented(IEnumerable<CarouselItem> carouselItems)
{
if (carousel.Criteria == null)
return;
CarouselItemsPresented = true;
int count = carousel.MatchedBeatmapsCount;
updateNoResultsPlaceholder();
// Intentionally not localised until we have proper support for this (see https://github.com/ppy/osu-framework/pull/4918
// but also in this case we want support for formatting a number within a string).
filterControl.StatusText = count != 1 ? $"{count:#,0} matches" : $"{count:#,0} match";
// If there's already a selection update in progress, let's not interrupt it.
// Interrupting could cause the debounce interval to be reduced.
//
// `ensureGlobalBeatmapValid` is run post-selection which will resolve any pending incompatibilities (see `Beatmap` bindable callback).
if (debounceQueuedSelection == null)
ensureGlobalBeatmapValid();
updateWedgeVisibility();
}
private void updateNoResultsPlaceholder()
{
int count = carousel.MatchedBeatmapsCount;
if (count == 0)
{
if (noResultsPlaceholder.State.Value == Visibility.Hidden)
{
// Duck audio temporarily when the no results placeholder becomes visible.
//
// Temporary ducking makes it easier to avoid scenarios where the ducking interacts badly
// with other global UI components (like overlays).
music.DuckMomentarily(400, new DuckParameters
{
DuckVolumeTo = 1,
DuckCutoffTo = 500,
DuckDuration = 250,
RestoreDuration = 2000,
});
}
noResultsPlaceholder.Show();
noResultsPlaceholder.Filter = carousel.Criteria!;
rightGradientBackground.ResizeWidthTo(3, 1000, Easing.OutPow10);
}
else
{
noResultsPlaceholder.Hide();
rightGradientBackground.ResizeWidthTo(1, 400, Easing.OutPow10);
}
}
#endregion
#region Background reveal
private ScheduledDelegate? revealBackgroundDelegate;
public CursorContainer? Cursor => null;
bool IProvideCursor.ProvidingUserCursor => revealBackgroundDelegate?.Completed == true;
protected override bool OnHover(HoverEvent e) => true;
protected override bool OnMouseDown(MouseDownEvent e)
{
var containingInputManager = GetContainingInputManager();
// I don't know why this works, but it does.
// If the carousel panels are hovered, hovered no longer contains the screen.
// Maybe there's a better way of doing this, but I couldn't immediately find a good setup.
bool mouseDownPriority = containingInputManager!.HoveredDrawables.Contains(this);
// Touch input synthesises right clicks, which allow absolute scroll of the carousel.
// For simplicity, disable this functionality on mobile.
bool isTouchInput = e.CurrentState.Mouse.LastSource is ISourcedFromTouch;
if (!carousel.AbsoluteScrolling && !isTouchInput && mouseDownPriority && revealBackgroundDelegate == null)
{
revealBackgroundDelegate = Scheduler.AddDelayed(() =>
{
if (containingInputManager.DraggedDrawable != null)
{
revealBackgroundDelegate = null;
return;
}
mainContent.ResizeWidthTo(1.2f, 600, Easing.OutQuint);
mainContent.ScaleTo(1.2f, 600, Easing.OutQuint);
mainContent.FadeOut(200, Easing.OutQuint);
skinnableContent.ResizeWidthTo(1.2f, 600, Easing.OutQuint);
skinnableContent.ScaleTo(1.2f, 600, Easing.OutQuint);
skinnableContent.FadeOut(200, Easing.OutQuint);
updateBackgroundDim();
Footer?.Hide();
}, 200);
}
return base.OnMouseDown(e);
}
protected override void OnMouseUp(MouseUpEvent e)
{
restoreBackground();
base.OnMouseUp(e);
}
private void restoreBackground()
{
if (revealBackgroundDelegate == null)
return;
if (revealBackgroundDelegate.State == ScheduledDelegate.RunState.Complete)
{
mainContent.ResizeWidthTo(1f, 500, Easing.OutQuint);
mainContent.ScaleTo(1, 500, Easing.OutQuint);
mainContent.FadeIn(500, Easing.OutQuint);
skinnableContent.ResizeWidthTo(1f, 500, Easing.OutQuint);
skinnableContent.ScaleTo(1, 500, Easing.OutQuint);
skinnableContent.FadeIn(500, Easing.OutQuint);
Footer?.Show();
}
revealBackgroundDelegate.Cancel();
revealBackgroundDelegate = null;
updateBackgroundDim();
}
#endregion
#region Input
public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (!this.IsCurrentScreen()) return false;
if (game == null)
return false;
var flattenedMods = ModUtils.FlattenMods(game.AvailableMods.Value.SelectMany(kv => kv.Value));
switch (e.Action)
{
case GlobalAction.Select:
// in most circumstances this is handled already by the carousel itself, but there are cases where it will not be.
// one of which is filtering out all visible beatmaps and attempting to start gameplay.
// in that case, users still expect a `Select` press to advance to gameplay anyway, using the ambient selected beatmap if there is one,
// which matches the behaviour resulting from clicking the osu! cookie in that scenario.
ensureGlobalBeatmapValid();
SelectAndRun(Beatmap.Value.BeatmapInfo, OnStart);
return true;
case GlobalAction.IncreaseModSpeed:
return modSpeedHotkeyHandler.ChangeSpeed(0.05, flattenedMods);
case GlobalAction.DecreaseModSpeed:
return modSpeedHotkeyHandler.ChangeSpeed(-0.05, flattenedMods);
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat) return false;
switch (e.Key)
{
case Key.Delete:
if (e.ShiftPressed)
{
if (!Beatmap.IsDefault)
Delete(Beatmap.Value.BeatmapSetInfo);
return true;
}
break;
}
return base.OnKeyDown(e);
}
#endregion
#region Online lookups
public enum BeatmapSetLookupStatus
{
InProgress,
Completed,
}
public class BeatmapSetLookupResult
{
public BeatmapSetLookupStatus Status { get; }
public APIBeatmapSet? Result { get; }
private BeatmapSetLookupResult(BeatmapSetLookupStatus status, APIBeatmapSet? result)
{
Status = status;
Result = result;
}
public static BeatmapSetLookupResult InProgress() => new BeatmapSetLookupResult(BeatmapSetLookupStatus.InProgress, null);
public static BeatmapSetLookupResult Completed(APIBeatmapSet? beatmapSet) => new BeatmapSetLookupResult(BeatmapSetLookupStatus.Completed, beatmapSet);
}
/// <summary>
/// Result of the latest online beatmap set lookup.
/// Note that this being <see langword="null"/> or <see cref="BeatmapSetLookupResult.InProgress"/> is different from
/// being a <see cref="BeatmapSetLookupResult.Completed"/> with a <see cref="BeatmapSetLookupResult.Result"/> of null.
/// The former indicates a lookup never occurring or being in progress, while the latter indicates a completed lookup with no result.
/// </summary>
[Cached(typeof(IBindable<BeatmapSetLookupResult?>))]
private readonly Bindable<BeatmapSetLookupResult?> lastLookupResult = new Bindable<BeatmapSetLookupResult?>();
private CancellationTokenSource? onlineLookupCancellation;
private Task<APIBeatmapSet?>? currentOnlineLookup;
private void fetchOnlineInfo(bool force = false)
{
var beatmapSetInfo = Beatmap.Value.BeatmapSetInfo;
if (lastLookupResult.Value?.Result?.OnlineID == beatmapSetInfo.OnlineID && !force)
return;
onlineLookupCancellation?.Cancel();
onlineLookupCancellation = null;
if (beatmapSetInfo.OnlineID < 0)
{
lastLookupResult.Value = BeatmapSetLookupResult.Completed(null);
return;
}
lastLookupResult.Value = BeatmapSetLookupResult.InProgress();
onlineLookupCancellation = new CancellationTokenSource();
currentOnlineLookup = onlineLookupSource.GetBeatmapSetAsync(beatmapSetInfo.OnlineID, onlineLookupCancellation.Token);
currentOnlineLookup.ContinueWith(t =>
{
if (t.IsCompletedSuccessfully)
Schedule(() => lastLookupResult.Value = BeatmapSetLookupResult.Completed(t.GetResultSafely()));
if (t.Exception != null)
{
Logger.Log($"Error when fetching online beatmap set: {t.Exception}", LoggingTarget.Network);
Schedule(() => lastLookupResult.Value = BeatmapSetLookupResult.Completed(null));
}
});
}
#endregion
#region Implementation of ISongSelect
void ISongSelect.Search(string query) => filterControl.Search(query);
void ISongSelect.PresentScore(ScoreInfo score)
{
Debug.Assert(Beatmap.Value.BeatmapInfo.Equals(score.BeatmapInfo));
Debug.Assert(Ruleset.Value.Equals(score.Ruleset));
this.Push(new SoloResultsScreen(score));
}
#endregion
#region IHandlePresentBeatmap
void IHandlePresentBeatmap.PresentBeatmap(WorkingBeatmap workingBeatmap, RulesetInfo ruleset)
{
cancelDebounceSelection();
var beatmapInfo = workingBeatmap.BeatmapInfo;
// Don't change the local ruleset if the user is on another ruleset and is showing converted beatmaps.
// Eventually we probably want to check whether conversion is actually possible for the current ruleset.
bool requiresRulesetSwitch = !beatmapInfo.Ruleset.Equals(Ruleset.Value)
&& (beatmapInfo.Ruleset.OnlineID > 0 || !showConvertedBeatmaps.Value);
if (requiresRulesetSwitch)
{
Ruleset.Value = beatmapInfo.Ruleset;
Beatmap.Value = workingBeatmap;
Logger.Log($"Completing {nameof(IHandlePresentBeatmap.PresentBeatmap)} with beatmap {workingBeatmap} ruleset {beatmapInfo.Ruleset}");
}
else
{
Beatmap.Value = workingBeatmap;
Logger.Log($"Completing {nameof(IHandlePresentBeatmap.PresentBeatmap)} with beatmap {workingBeatmap} (maintaining ruleset)");
}
}
#endregion
#region Beatmap management
[Resolved]
private ManageCollectionsDialog? manageCollectionsDialog { get; set; }
[Resolved]
private RealmAccess realm { get; set; } = null!;
public virtual IEnumerable<OsuMenuItem> GetForwardActions(BeatmapInfo beatmap)
{
yield return new OsuMenuItem(GlobalActionKeyBindingStrings.Select, MenuItemType.Highlighted, () => SelectAndRun(beatmap, OnStart))
{
Icon = FontAwesome.Solid.Check
};
yield return new OsuMenuItemSpacer();
if (beatmap.OnlineID > 0)
{
yield return new OsuMenuItem(CommonStrings.Details, MenuItemType.Standard, () => beatmapOverlay?.FetchAndShowBeatmap(beatmap.OnlineID));
if (beatmap.GetOnlineURL(api, Ruleset.Value) is string url)
yield return new OsuMenuItem(CommonStrings.CopyLink, MenuItemType.Standard, () => (game as OsuGame)?.CopyToClipboard(url));
}
yield return new OsuMenuItemSpacer();
foreach (var i in CreateCollectionMenuActions(beatmap))
yield return i;
}
protected IEnumerable<OsuMenuItem> CreateCollectionMenuActions(BeatmapInfo beatmap)
{
var collectionItems = realm.Realm.All<BeatmapCollection>()
.OrderBy(c => c.Name)
.AsEnumerable()
.Select(c => new CollectionToggleMenuItem(c.ToLive(realm), beatmap)).Cast<OsuMenuItem>().ToList();
collectionItems.Add(new OsuMenuItem(CommonStrings.Manage, MenuItemType.Standard, () => manageCollectionsDialog?.Show()));
yield return new OsuMenuItem(CommonStrings.Collections) { Items = collectionItems };
}
public void ManageCollections() => collectionsDialog?.Show();
public void Delete(BeatmapSetInfo beatmapSet) => dialogOverlay?.Push(new BeatmapDeleteDialog(beatmapSet));
public void RestoreAllHidden(BeatmapSetInfo beatmapSet)
{
foreach (var b in beatmapSet.Beatmaps)
beatmaps.Restore(b);
}
private GroupedBeatmap? beforeScopedSelection;
private readonly Bindable<BeatmapSetInfo?> scopedBeatmapSet = new Bindable<BeatmapSetInfo?>();
public IBindable<BeatmapSetInfo?> ScopedBeatmapSet => scopedBeatmapSet;
public void ScopeToBeatmapSet(BeatmapSetInfo beatmapSet)
{
beforeScopedSelection = carousel.CurrentGroupedBeatmap;
scopedBeatmapSet.Value = beatmapSet;
}
public void UnscopeBeatmapSet()
{
if (scopedBeatmapSet.Value == null)
return;
if (beforeScopedSelection != null)
queueBeatmapSelection(beforeScopedSelection);
scopedBeatmapSet.Value = null;
beforeScopedSelection = null;
}
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
modSelectOverlayRegistration?.Dispose();
}
}
}