コード例 #1
0
        /// <summary>
        ///    Initializes the database, and either inserts/updates
        /// </summary>
        public static void Initialize()
        {
            CreateTable();

            using (var conn = new SQLiteConnection(DatabasePath))
            {
                var settings = conn.Find <QuaverSettings>(x => x.Id == 1);

                // Settings need to be updated
                if (settings == null)
                {
                    Logger.Important($"QuaverSettings could not be found previously in the database.", LogType.Runtime);

                    settings = new QuaverSettings
                    {
                        VersionDifficultyProcessorKeys = DifficultyProcessorKeys.Version,
                        VersionScoreProcessorKeys      = ScoreProcessorKeys.Version,
                        VersionRatingProcessorKeys     = RatingProcessorKeys.Version
                    };

                    conn.Insert(settings);
                }

                OutdatedMaps = MapDatabaseCache.FetchAll().FindAll(x => x.DifficultyProcessorVersion != DifficultyProcessorKeys.Version);
                Logger.Important($"Found {OutdatedMaps.Count} maps that have outdated difficulty ratings. Scheduling recalculation upon entering" +
                                 $"select.", LogType.Runtime);
            }
        }
コード例 #2
0
ファイル: QuaverGame.cs プロジェクト: harish-kumar13/Quaver
        /// <summary>
        ///     Performs any initial setup the game needs to run.
        /// </summary>
        private void PerformGameSetup()
        {
            ConfigManager.Initialize();

            DeleteTemporaryFiles();

            ScoreDatabaseCache.CreateTable();
            MapDatabaseCache.Load(false);
            QuaverSettingsDatabaseCache.Initialize();

            // Force garabge collection.
            GC.Collect();

            // Start watching for mapset changes in the folder.
            MapsetImporter.WatchForChanges();

            // Initially set the global volume.
            AudioTrack.GlobalVolume  = ConfigManager.VolumeGlobal.Value;
            AudioSample.GlobalVolume = ConfigManager.VolumeEffect.Value;

            ConfigManager.VolumeGlobal.ValueChanged += (sender, e) =>
            {
                AudioTrack.GlobalVolume  = e.Value;
                AudioSample.GlobalVolume = e.Value;
            };;

            ConfigManager.VolumeMusic.ValueChanged += (sender, e) => { if (AudioEngine.Track != null)
                                                                       {
                                                                           AudioEngine.Track.Volume = e.Value;
                                                                       }
            };
            ConfigManager.VolumeEffect.ValueChanged     += (sender, e) => AudioSample.GlobalVolume = e.Value;
            ConfigManager.Pitched.ValueChanged          += (sender, e) => AudioEngine.Track.ToggleRatePitching(e.Value);
            ConfigManager.FpsLimiterType.ValueChanged   += (sender, e) => InitializeFpsLimiting();
            ConfigManager.WindowFullScreen.ValueChanged += (sender, e) => Graphics.IsFullScreen = e.Value;

            // Handle discord rich presence.
            DiscordHelper.Initialize("376180410490552320");
            DiscordHelper.Presence = new DiscordRpc.RichPresence()
            {
                LargeImageKey  = "quaver",
                LargeImageText = ConfigManager.Username.Value,
                EndTimestamp   = 0
            };

            DiscordRpc.UpdatePresence(ref DiscordHelper.Presence);

            // Create bindable for selected map.
            if (MapManager.Mapsets.Count != 0)
            {
                MapManager.Selected = new Bindable <Map>(MapManager.Mapsets.First().Maps.First());
            }
        }
コード例 #3
0
        /// <summary>
        ///     Asks the user if they'd like to create a new difficulty for the mapset,
        ///     and does so.
        /// </summary>
        public void CreateNewDifficulty() => ThreadScheduler.Run(() =>
        {
            if (MapManager.Selected.Value.Game != MapGame.Quaver)
            {
                NotificationManager.Show(NotificationLevel.Error, "You cannot create new difficulties for maps from other games. Create a new set!");
                return;
            }

            // Save the already existing map.
            if (Ruleset.ActionManager.HasUnsavedChanges)
            {
                DialogManager.Show(new EditorUnsavedChangesDialog(this));
                return;
            }

            Button.IsGloballyClickable = false;

            var qua            = ObjectHelper.DeepClone(WorkingMap);
            qua.DifficultyName = "";
            qua.MapId          = -1;
            qua.Description    = $"Created at {TimeHelper.GetUnixTimestampMilliseconds()}";

            var dir  = $"{ConfigManager.SongDirectory.Value}/{MapManager.Selected.Value.Directory}";
            var path = $"{dir}/{StringHelper.FileNameSafeString($"{qua.Artist} - {qua.Title} [{qua.DifficultyName}] - {TimeHelper.GetUnixTimestampMilliseconds()}")}.qua";
            qua.Save(path);

            // Add the new map to the db.
            var map       = Map.FromQua(qua, path);
            map.DateAdded = DateTime.Now;
            map.Id        = MapDatabaseCache.InsertMap(map, path);

            // Reload the mapsets
            MapDatabaseCache.OrderAndSetMapsets();

            // Set the selected one to the new one.
            MapManager.Selected.Value     = map;
            MapManager.Selected.Value.Qua = qua;

            // Find the mapset and get the *new* object w/ the selected map.
            var selectedMapset                              = MapManager.Mapsets.Find(x => x.Maps.Any(y => y.Id == MapManager.Selected.Value.Id));
            MapManager.Selected.Value                       = selectedMapset.Maps.Find(x => x.Id == MapManager.Selected.Value.Id);
            MapManager.Selected.Value.Qua                   = qua;
            MapManager.Selected.Value.NewlyCreated          = true;
            MapManager.Selected.Value.AskToRemoveHitObjects = true;

            // Reload editor w/ new one.
            Exit(() => new EditorScreen(qua));
        });
コード例 #4
0
ファイル: GameplayScreen.cs プロジェクト: jaydn/Quaver
        /// <summary>
        ///     Handles the input of the game + individual game modes.
        /// </summary>
        /// <param name="gameTime"></param>
        private void HandleInput(GameTime gameTime)
        {
            var dt = gameTime.ElapsedGameTime.TotalMilliseconds;

            // Handle pausing
            if (!Failed && !IsPlayComplete)
                HandlePauseInput(gameTime);

            // Show/hide scoreboard.
            if (KeyboardManager.IsUniqueKeyPress(ConfigManager.KeyScoreboardVisible.Value))
                ConfigManager.ScoreboardVisible.Value = !ConfigManager.ScoreboardVisible.Value;

            // Everything after this point is applicable to gameplay ONLY.
            if (IsPaused || Failed)
                return;

            if (!IsPlayComplete)
            {
                // Handle the restarting of the map.
                HandlePlayRestart(dt);

                if (KeyboardManager.IsUniqueKeyPress(ConfigManager.KeySkipIntro.Value))
                    SkipToNextObject();

                // Only allow offset changes if the map hasn't started or if we're on a break
                if (Ruleset.Screen.Timing.Time <= 5000 || Ruleset.Screen.EligibleToSkip)
                {
                    // Handle offset +
                    if (KeyboardManager.IsUniqueKeyPress(Keys.OemPlus))
                    {
                        MapManager.Selected.Value.LocalOffset += 5;
                        NotificationManager.Show(NotificationLevel.Success, $"Local map offset is now: {MapManager.Selected.Value.LocalOffset}ms");
                        MapDatabaseCache.UpdateMap(MapManager.Selected.Value);
                    }

                    // Handle offset -
                    if (KeyboardManager.IsUniqueKeyPress(Keys.OemMinus))
                    {
                        MapManager.Selected.Value.LocalOffset -= 5;
                        NotificationManager.Show(NotificationLevel.Success, $"Local map offset is now: {MapManager.Selected.Value.LocalOffset}ms");
                        MapDatabaseCache.UpdateMap(MapManager.Selected.Value);
                    }
                }
            }

            // Handle input per game mode.
            Ruleset.HandleInput(gameTime);
        }
コード例 #5
0
        /// <summary>
        ///     Does a recalculation for the difficulties on outdated maps.
        /// </summary>
        public static void RecalculateDifficultiesForOutdatedMaps()
        {
            foreach (var map in OutdatedMaps)
            {
                map.DifficultyProcessorVersion = DifficultyProcessorKeys.Version;

                try
                {
                    map.CalculateDifficulties();
                    MapDatabaseCache.UpdateMap(map);
                }
                catch (Exception e)
                {
                    new SQLiteConnection(DatabasePath).Delete(map);
                }
            }

            OutdatedMaps.Clear();
        }
コード例 #6
0
        /// <inheritdoc />
        /// <summary>
        /// </summary>
        public override void OnFirstUpdate()
        {
            ThreadScheduler.Run(() =>
            {
                MapsetImporter.ImportMapsetsInQueue();

                if (MapDatabaseCache.MapsToUpdate.Count != 0)
                {
                    MapDatabaseCache.ForceUpdateMaps();
                }

                if (QuaverSettingsDatabaseCache.OutdatedMaps.Count != 0)
                {
                    var view         = View as ImportingScreenView;
                    view.Header.Text = "Please wait. Calculating difficulties for maps.";
                    QuaverSettingsDatabaseCache.RecalculateDifficultiesForOutdatedMaps();;
                }

                OnImportCompletion();
            });

            base.OnFirstUpdate();
        }
コード例 #7
0
        /// <summary>
        ///     Creates a new mapset with an audio file.
        /// </summary>
        /// <param name="audioFile"></param>
        public static void HandleNewMapsetCreation(string audioFile)
        {
            try
            {
                var game = GameBase.Game as QuaverGame;

                // Add a fade effect and make butotns not clickable
                // so the user can't perform any actions during this time.
                Transitioner.FadeIn();
                Button.IsGloballyClickable = false;

                var tagFile = TagLib.File.Create(audioFile);

                // Create a fresh .qua with the available metadata from the file
                var qua = new Qua()
                {
                    AudioFile      = Path.GetFileName(audioFile),
                    Artist         = tagFile.Tag.FirstPerformer ?? "",
                    Title          = tagFile.Tag.Title ?? "",
                    Source         = tagFile.Tag.Album ?? "",
                    Tags           = string.Join(" ", tagFile.Tag.Genres) ?? "",
                    Creator        = ConfigManager.Username.Value,
                    DifficultyName = "",
                    // Makes the file different to prevent exception thrown in the DB for same md5 checksum
                    Description    = $"Created at {TimeHelper.GetUnixTimestampMilliseconds()}",
                    BackgroundFile = "",
                    Mode           = GameMode.Keys4
                };

                // Create a new directory to house the map.
                var dir = $"{ConfigManager.SongDirectory.Value}/{TimeHelper.GetUnixTimestampMilliseconds()}";
                Directory.CreateDirectory(dir);

                // Copy over the audio file into the directory
                File.Copy(audioFile, $"{dir}/{Path.GetFileName(audioFile)}");

                // Save the new .qua file into the directory
                var path = $"{dir}/{StringHelper.FileNameSafeString($"{qua.Artist} - {qua.Title} [{qua.DifficultyName}] - {TimeHelper.GetUnixTimestampMilliseconds()}")}.qua";
                qua.Save(path);

                // Place the new map inside of the database and make sure all the loaded maps are correct
                var map = Map.FromQua(qua, path);
                map.Id = MapDatabaseCache.InsertMap(map, path);
                MapDatabaseCache.OrderAndSetMapsets();

                MapManager.Selected.Value     = map;
                MapManager.Selected.Value.Qua = qua;

                var selectedMapset = MapManager.Mapsets.Find(x => x.Maps.Any(y => y.Id == MapManager.Selected.Value.Id));

                // Find the new object from the loaded maps that contains the same id.
                MapManager.Selected.Value              = selectedMapset.Maps.Find(x => x.Id == MapManager.Selected.Value.Id);
                MapManager.Selected.Value.Qua          = qua;
                MapManager.Selected.Value.NewlyCreated = true;

                game?.CurrentScreen.Exit(() => new EditorScreen(qua));
            }
            catch (Exception e)
            {
                Logger.Error(e, LogType.Runtime);

                var game = GameBase.Game as QuaverGame;

                game?.CurrentScreen.Exit(() =>
                {
                    NotificationManager.Show(NotificationLevel.Error, "Could not create new mapset with that audio file.");
                    return(new SelectScreen());
                });
            }
        }
コード例 #8
0
        /// <inheritdoc />
        /// <summary>
        /// </summary>
        public DownloadableMapset(DownloadScrollContainer container, JToken mapset)
        {
            Container = container;
            Mapset    = mapset;
            MapsetId  = (int)Mapset["id"];

            Size  = new ScalableVector2(container.Width - 2, HEIGHT);
            Image = UserInterface.DownloadItem;

            Banner = new Sprite
            {
                Parent    = this,
                X         = 0,
                Size      = new ScalableVector2(900 / 3.6f, Height),
                Alignment = Alignment.MidLeft,
                Alpha     = 0
            };

            AlreadyOwned = new SpriteTextBitmap(FontsBitmap.GothamRegular, "Already Owned")
            {
                Parent    = Banner,
                Alignment = Alignment.MidCenter,
                UsePreviousSpriteBatchOptions = true,
                FontSize = 14
            };

            // Check if the mapset is already owned.
            var set = MapDatabaseCache.FindSet(MapsetId);

            IsAlreadyOwned     = set != null;
            AlreadyOwned.Alpha = IsAlreadyOwned ? 1 : 0;

            Title = new SpriteTextBitmap(FontsBitmap.GothamRegular, $"{Mapset["title"]}")
            {
                Parent   = this,
                X        = Banner.X + Banner.Width + 15,
                Y        = 10,
                Alpha    = IsAlreadyOwned ? 0.65f : 1,
                FontSize = 16
            };

            Artist = new SpriteTextBitmap(FontsBitmap.GothamRegular, $"{Mapset["artist"]}")
            {
                Parent   = this,
                X        = Title.X,
                Y        = Title.Y + Title.Height + 5,
                Alpha    = IsAlreadyOwned ? 0.65f : 1,
                FontSize = 14
            };

            var gameModes = Mapset["game_modes"].ToList();
            var modes     = new List <string>();

            if (gameModes.Contains(1))
            {
                modes.Add("4K");
            }

            if (gameModes.Contains(2))
            {
                modes.Add("7K");
            }

            Modes = new SpriteTextBitmap(FontsBitmap.GothamRegular, string.Join(" & ", modes) + " | ")
            {
                Parent   = this,
                X        = Artist.X,
                Y        = Artist.Y + Artist.Height + 5,
                Alpha    = IsAlreadyOwned ? 0.65f : 1,
                FontSize = 14
            };

            Creator = new SpriteTextBitmap(FontsBitmap.GothamRegular, $"Created By: {Mapset["creator_username"]}")
            {
                Parent    = this,
                Alignment = Alignment.BotRight,
                Position  = new ScalableVector2(-10, -5),
                Alpha     = IsAlreadyOwned ? 0.65f : 1,
                FontSize  = 14
            };

            var lowestDiff  = Mapset["difficulty_range"].ToList().Min();
            var highestDiff = Mapset["difficulty_range"].ToList().Max();

            // ReSharper disable once ObjectCreationAsStatement
            var low = new SpriteTextBitmap(FontsBitmap.GothamRegular, $"{lowestDiff:0.00}")
            {
                Parent   = this,
                X        = Modes.X + Modes.Width + 2,
                Y        = Modes.Y,
                Alpha    = IsAlreadyOwned ? 0.65f : 1,
                FontSize = 14,
                Tint     = ColorHelper.DifficultyToColor((float)lowestDiff)
            };

            if (lowestDiff != highestDiff)
            {
                var high = new SpriteTextBitmap(FontsBitmap.GothamRegular, $" - {highestDiff:0.00}")
                {
                    Parent   = this,
                    X        = low.X + low.Width + 2,
                    Y        = Modes.Y,
                    Alpha    = IsAlreadyOwned ? 0.65f : 1,
                    FontSize = 14,
                    Tint     = ColorHelper.DifficultyToColor((float)highestDiff)
                };
            }
            var badge = new BannerRankedStatus
            {
                Parent    = this,
                Alignment = Alignment.TopRight,
                Position  = new ScalableVector2(-10, 5),
                Alpha     = IsAlreadyOwned ? 0.65f : 1,
            };

            var screen = (DownloadScreen)container.View.Screen;

            badge.UpdateMap(new Map {
                RankedStatus = screen.CurrentRankedStatus
            });
            FetchMapsetBanner();

            // ReSharper disable once ObjectCreationAsStatement
            new Sprite()
            {
                Parent    = this,
                Alignment = Alignment.BotLeft,
                Size      = new ScalableVector2(Width, 1),
                Alpha     = 0.65f
            };

            Progress = new ProgressBar(new Vector2(Width - Banner.Width, Height), 0, 100, 0, Color.Transparent, Colors.MainAccent)
            {
                Parent    = this,
                X         = Banner.X + Banner.Width,
                ActiveBar =
                {
                    UsePreviousSpriteBatchOptions = true,
                    Alpha                         = 0.60f
                },
            };

            Clicked += (sender, args) => OnClicked();
        }
コード例 #9
0
ファイル: SelectScreen.cs プロジェクト: staravia/Quaver
        /// <summary>
        ///     Starts the deleting process.
        /// </summary>
        public void DeleteSelected()
        {
            // Externally loaded map check.
            if (MapManager.Selected.Value.Game != MapGame.Quaver)
            {
                // Display error message.
                NotificationManager.Show(NotificationLevel.Error, "This map was loaded from another game, and it cannot be deleted.");
                return;
            }

            var view = View as SelectScreenView;
            var type = view.ActiveContainer;

            var selectedMapsetIndex     = view.MapsetScrollContainer.SelectedMapsetIndex;
            var selectedDifficultyIndex = view.DifficultyScrollContainer.SelectedMapIndex;
            var selectedMapset          = AvailableMapsets[selectedMapsetIndex];
            var selectedDifficulty      = selectedMapset.Maps[selectedDifficultyIndex];

            var mapsetPath     = Path.Combine(ConfigManager.SongDirectory.Value, selectedMapset.Directory);
            var difficultyPath = Path.Combine(mapsetPath, selectedDifficulty.Path);

            // Commence deleting and reloading.
            var confirmDelete = new ConfirmCancelDialog($"Are you sure you want to delete this {( type == SelectContainerStatus.Mapsets ? "mapset" : "difficulty" )}?", (sender, confirm) =>
            {
                var mapTitle     = selectedMapset.Maps.First().Title;
                var deleteMapset = type == SelectContainerStatus.Mapsets || type == SelectContainerStatus.Difficulty && selectedMapset.Maps.Count == 1;

                // Dispose of the background for the currently selected map.
                BackgroundHelper.Background?.Dispose();

                // Dispose of the currently playing track.
                AudioEngine.Track?.Dispose();

                // Run path deletion in the background.
                ThreadScheduler.Run(() => DeletePath(deleteMapset ? mapsetPath : difficultyPath));

                // Remove mapset/difficulty from cache and AvailableMapsets list.
                if (deleteMapset)
                {
                    selectedMapset.Maps.ForEach(MapDatabaseCache.RemoveMap);
                    AvailableMapsets.RemoveAt(selectedMapsetIndex);
                    MapManager.Mapsets.RemoveAll(x => x.Directory == selectedMapset.Directory);
                    view.MapsetScrollContainer.InitializeWithNewSets();
                    view.MapsetScrollContainer.SelectMapset(Math.Min(selectedMapsetIndex, AvailableMapsets.Count - 1));
                }
                else
                {
                    MapDatabaseCache.RemoveMap(selectedDifficulty);
                    selectedMapset.Maps.RemoveAt(selectedDifficultyIndex);
                    MapManager.Mapsets.Find(x => x.Directory == selectedMapset.Directory).Maps.RemoveAll(x => x.Md5Checksum == selectedDifficulty.Md5Checksum);
                    view.DifficultyScrollContainer.ReInitializeDifficulties();
                    view.MapsetScrollContainer.SelectMap(selectedMapsetIndex, selectedMapset.Maps[Math.Min(selectedDifficultyIndex, selectedMapset.Maps.Count - 1)], true);
                }

                // Finally show confirmation notification.
                NotificationManager.Show(NotificationLevel.Success, $"Successfully deleted {mapTitle} from Quaver!");

                // If the deleted mapset was the last one, then exit back to menu.
                if (MapManager.Mapsets.Count != 0)
                {
                    return;
                }

                view.Destroy();
                AudioEngine.Track         = null;
                MapManager.Selected.Value = null;
                ExitToMenu();
            });

            // Finally show the confirmation dialog that orchestrates the deleting process.
            DialogManager.Show(confirmDelete);
        }
コード例 #10
0
        /// <summary>
        ///     Creates the local and global offset fix buttons.
        /// </summary>
        private void CreateOffsetFixButtons()
        {
            // Don't draw the buttons if we don't have the hit stats (and therefore don't know the
            // values to adjust the offset by).
            if (Processor.Stats == null)
            {
                return;
            }

            var availableWidth = Width - VerticalDividerLine.X;
            var buttonPadding  = 15;
            var buttonWidth    = (availableWidth - buttonPadding * 3) / 2;

            var localOffsetButton = new BorderedTextButton("Fix Local Offset", Colors.MainAccent,
                                                           (o, e) =>
            {
                // Local offset is scaled with rate, so the adjustment depends on the rate the
                // score was played on.
                var change    = HitStatistics.Mean * ModHelper.GetRateFromMods(Processor.Mods);
                var newOffset = (int)Math.Round(ResultScreen.Map.LocalOffset - change);

                DialogManager.Show(new ConfirmCancelDialog($"Local offset will be changed from {ResultScreen.Map.LocalOffset} ms to {newOffset} ms.",
                                                           (o_, e_) =>
                {
                    ResultScreen.Map.LocalOffset = newOffset;
                    MapDatabaseCache.UpdateMap(ResultScreen.Map);
                    NotificationManager.Show(NotificationLevel.Success, $"Local offset was set to {ResultScreen.Map.LocalOffset} ms.");
                }));
            })
            {
                Parent = this,
                X      = VerticalDividerLine.X + buttonPadding,
                Y      = BottomHorizontalDividerLine.Y - 15 - 25,
                Height = 30,
                Width  = buttonWidth,
                Text   =
                {
                    Font     = Fonts.SourceSansProSemiBold,
                    FontSize = 13
                }
            };
            var globalOffsetButton = new BorderedTextButton("Fix Global Offset", Colors.MainAccent,
                                                            (o, e) =>
            {
                var newOffset = (int)Math.Round(ConfigManager.GlobalAudioOffset.Value + HitStatistics.Mean);

                DialogManager.Show(new ConfirmCancelDialog($"Global offset will be changed from {ConfigManager.GlobalAudioOffset.Value} ms to {newOffset} ms.",
                                                           (o_, e_) =>
                {
                    ConfigManager.GlobalAudioOffset.Value = newOffset;
                    NotificationManager.Show(NotificationLevel.Success, $"Global offset was set to {ConfigManager.GlobalAudioOffset.Value} ms.");
                }));
            })
            {
                Parent = this,
                X      = localOffsetButton.X + localOffsetButton.Width + buttonPadding,
                Y      = BottomHorizontalDividerLine.Y - 15 - 25,
                Height = 30,
                Width  = buttonWidth,
                Text   =
                {
                    Font     = Fonts.SourceSansProSemiBold,
                    FontSize = 13
                }
            };
        }
コード例 #11
0
        /// <inheritdoc />
        /// <summary>
        /// </summary>
        public DownloadableMapset(DownloadScrollContainer container, JToken mapset)
        {
            Container = container;
            Mapset    = mapset;
            MapsetId  = (int)Mapset["id"];

            Size  = new ScalableVector2(container.Width, HEIGHT);
            Tint  = Color.Black;
            Alpha = IsAlreadyOwned ? 0.25f : 0.45f;

            Banner = new Sprite
            {
                Parent    = this,
                X         = 0,
                Size      = new ScalableVector2(900 / 3.6f, Height),
                Alignment = Alignment.MidLeft,
                Alpha     = 0
            };

            AlreadyOwned = new SpriteText(Fonts.SourceSansProBold, "Already Owned", 13)
            {
                Parent    = Banner,
                Alignment = Alignment.MidCenter,
                UsePreviousSpriteBatchOptions = true
            };

            // Check if the mapset is already owned.
            var set = MapDatabaseCache.FindSet(MapsetId);

            IsAlreadyOwned     = set != null;
            AlreadyOwned.Alpha = IsAlreadyOwned ? 1 : 0;

            Progress = new ProgressBar(new Vector2(Width - Banner.Width, Height), 0, 100, 0, Color.Transparent, Colors.MainAccent)
            {
                Parent    = this,
                X         = Banner.X + Banner.Width,
                ActiveBar =
                {
                    UsePreviousSpriteBatchOptions = true,
                    Alpha                         = 0.60f
                },
            };

            Title = new SpriteText(Fonts.SourceSansProBold, $"{Mapset["title"]}", 13)
            {
                Parent = this,
                X      = Banner.X + Banner.Width + 15,
                Y      = 6,
                Alpha  = IsAlreadyOwned ? 0.65f : 1,
            };

            Artist = new SpriteText(Fonts.SourceSansProBold, $"{Mapset["artist"]}", 12)
            {
                Parent = this,
                X      = Title.X,
                Y      = Title.Y + Title.Height,
                Alpha  = IsAlreadyOwned ? 0.65f : 1,
            };

            var gameModes = Mapset["game_modes"].ToList();
            var modes     = new List <string>();

            if (gameModes.Contains(1))
            {
                modes.Add("4K");
            }

            if (gameModes.Contains(2))
            {
                modes.Add("7K");
            }

            Modes = new SpriteText(Fonts.SourceSansProBold, string.Join(" & ", modes), 11)
            {
                Parent = this,
                X      = Artist.X,
                Y      = Artist.Y + Artist.Height + 2,
                Alpha  = IsAlreadyOwned ? 0.65f : 1,
            };

            Creator = new SpriteText(Fonts.SourceSansProSemiBold, $"Created By: {Mapset["creator_username"]}", 11)
            {
                Parent    = this,
                Alignment = Alignment.BotRight,
                Position  = new ScalableVector2(-10, -5),
                Alpha     = IsAlreadyOwned ? 0.65f : 1,
            };

            var badge = new BannerRankedStatus
            {
                Parent    = this,
                Alignment = Alignment.TopRight,
                Position  = new ScalableVector2(-10, 5),
                Alpha     = IsAlreadyOwned ? 0.65f : 1,
            };

            var screen = (DownloadScreen)container.View.Screen;

            badge.UpdateMap(new Map {
                RankedStatus = screen.CurrentRankedStatus
            });
            FetchMapsetBanner();

            Clicked += (sender, args) => OnClicked();
        }
コード例 #12
0
        /// <summary>
        ///     Uploads the mapset to the server
        /// </summary>
        private void UploadMapset() => ThreadScheduler.Run(() =>
        {
            try
            {
                Logger.Important($"Starting to upload mapset...", LogType.Network);

                var path = MapManager.Selected.Value.Mapset.ExportToZip(false);
                Response = OnlineManager.Client.UploadMapset(path);
                Logger.Important($"Uploaded mapset with response: {Response}", LogType.Network);

                File.Delete(path);

                // ReSharper disable once SwitchStatementMissingSomeCases
                switch (Response.Code)
                {
                case MapsetSubmissionStatusCode.SuccessUpdated:
                case MapsetSubmissionStatusCode.SuccessUploaded:
                    // Get all files in the directory and delete them, so we can get the updated ones
                    foreach (var f in Directory.GetFiles($"{ConfigManager.SongDirectory.Value}/{MapManager.Selected.Value.Directory}", "*.qua"))
                    {
                        File.Delete(f);
                    }

                    using (var conn = new SQLiteConnection(MapDatabaseCache.DatabasePath))
                        MapManager.Selected.Value.Mapset.Maps.ForEach(x => conn.Delete(x));

                    foreach (var map in Response.Maps)
                    {
                        if (map == null)
                        {
                            continue;
                        }

                        var filePath = $"{ConfigManager.SongDirectory.Value}/{MapManager.Selected.Value.Directory}/{map.Id}.qua";

                        Logger.Important($"Commencing download for map: {map.Id}", LogType.Runtime);

                        try
                        {
                            OnlineManager.Client.DownloadMap(filePath, map.Id);
                            Logger.Important($"Successfully downloaded map: {map.Id}", LogType.Network);
                        }
                        catch (Exception)
                        {
                            continue;
                        }

                        MapDatabaseCache.MapsToUpdate.Add(Map.FromQua(Qua.Parse(filePath), filePath));

                        Thread.Sleep(1000);
                    }

                    DividerLine.Tint = Color.LimeGreen;
                    TopLine.Tint     = Color.LimeGreen;

                    MapDatabaseCache.ForceUpdateMaps();
                    break;

                default:
                    DividerLine.Tint = Color.Crimson;
                    TopLine.Tint     = Color.Crimson;
                    break;
                }

                Header.Text = StatusCodeMessages[Response.Code];
            }
            catch (Exception e)
            {
                Logger.Error(e, LogType.Network);
                DividerLine.Tint = Color.Crimson;
                TopLine.Tint     = Color.Crimson;

                Header.Text = "An unknown error has occurred while uploading. Please check your log files!";
            }
            finally
            {
                LoadingWheel.Visible = false;
                CreateCloseButton();

                if (Response != null && (Response.Code == MapsetSubmissionStatusCode.SuccessUpdated ||
                                         Response.Code == MapsetSubmissionStatusCode.SuccessUploaded))
                {
                    CloseButton.Border.Tint = Color.LimeGreen;
                    CloseButton.Text.Tint   = Color.LimeGreen;

                    CreateVisitMapsetPageButton();
                    VisitMapsetPageButton.X = -VisitMapsetPageButton.Width / 2f - 10;
                    CloseButton.X           = CloseButton.Width / 2f + 10;
                }
            }
        });
コード例 #13
0
        /// <summary>
        ///     Handles the input of the game + individual game modes.
        /// </summary>
        /// <param name="gameTime"></param>
        private void HandleInput(GameTime gameTime)
        {
            if (Exiting)
            {
                return;
            }

            var dt = gameTime.ElapsedGameTime.TotalMilliseconds;

            // Handle pausing
            if (!Failed && !IsPlayComplete)
            {
                HandlePauseInput(gameTime);
            }

            // Show/hide scoreboard.
            if (KeyboardManager.IsUniqueKeyPress(ConfigManager.KeyScoreboardVisible.Value))
            {
                ConfigManager.ScoreboardVisible.Value = !ConfigManager.ScoreboardVisible.Value;
            }

            // CTRL+ input while play testing
            if (IsPlayTesting && (KeyboardManager.CurrentState.IsKeyDown(Keys.LeftControl) ||
                                  KeyboardManager.CurrentState.IsKeyDown(Keys.RightControl)))
            {
                if (KeyboardManager.IsUniqueKeyPress(Keys.P))
                {
                    if (!AudioEngine.Track.IsDisposed)
                    {
                        if (AudioEngine.Track.IsPlaying)
                        {
                            AudioEngine.Track.Pause();
                            IsPaused = true;
                        }
                        else
                        {
                            AudioEngine.Track.Play();
                            IsPaused = false;
                        }
                    }
                }
            }

            // Handle the restarting of the map.
            HandlePlayRestart(dt);

            // Everything after this point is applicable to gameplay ONLY.
            if (IsPaused || Failed)
            {
                return;
            }

            if (!IsPlayComplete && !IsCalibratingOffset || IsMultiplayerGame)
            {
                if (KeyboardManager.IsUniqueKeyPress(ConfigManager.KeyQuickExit.Value))
                {
                    HandleQuickExit();
                }
            }

            if (!IsPlayComplete && !IsCalibratingOffset)
            {
                if (KeyboardManager.IsUniqueKeyPress(ConfigManager.KeySkipIntro.Value))
                {
                    SkipToNextObject();
                }

                // Go back to editor at the same time
                if (IsPlayTesting && KeyboardManager.IsUniqueKeyPress(Keys.F2))
                {
                    if (AudioEngine.Track.IsPlaying)
                    {
                        AudioEngine.Track.Pause();
                    }

                    Exit(() => new EditorScreen(OriginalEditorMap));
                }

                // Handle play test autoplay input.
                if (IsPlayTesting && KeyboardManager.IsUniqueKeyPress(Keys.Tab))
                {
                    var inputManager = (KeysInputManager)Ruleset.InputManager;

                    if (LoadedReplay == null)
                    {
                        LoadedReplay = ReplayHelper.GeneratePerfectReplay(Map, MapHash);
                        inputManager.ReplayInputManager = new ReplayInputManagerKeys(this);
                        inputManager.ReplayInputManager.HandleSkip();
                        inputManager.ReplayInputManager.CurrentFrame++;
                    }

                    InReplayMode = !InReplayMode;
                    inputManager.ReplayInputManager.HandleSkip();
                    inputManager.ReplayInputManager.CurrentFrame++;

                    if (!InReplayMode)
                    {
                        for (var i = 0; i < Map.GetKeyCount(); i++)
                        {
                            inputManager.ReplayInputManager.UniquePresses[i]  = false;
                            inputManager.ReplayInputManager.UniqueReleases[i] = true;
                            inputManager.BindingStore[i].Pressed = false;

                            var playfield = (GameplayPlayfieldKeys)Ruleset.Playfield;
                            playfield.Stage.HitLightingObjects[i].StopHolding();
                            playfield.Stage.SetReceptorAndLightingActivity(i, inputManager.BindingStore[i].Pressed);
                        }

                        inputManager.HandleInput(gameTime.ElapsedGameTime.TotalMilliseconds);
                    }

                    NotificationManager.Show(NotificationLevel.Info, $"Autoplay has been turned {(InReplayMode ? "on" : "off")}");
                }

                // Only allow offset changes if the map hasn't started or if we're on a break
                if (Ruleset.Screen.Timing.Time <= 5000 || Ruleset.Screen.EligibleToSkip)
                {
                    var change = 5;
                    if (KeyboardManager.CurrentState.IsKeyDown(Keys.LeftControl) ||
                        KeyboardManager.CurrentState.IsKeyDown(Keys.RightControl))
                    {
                        change = 1;
                    }

                    // Handle offset +
                    if (KeyboardManager.IsUniqueKeyPress(ConfigManager.KeyIncreaseMapOffset.Value))
                    {
                        MapManager.Selected.Value.LocalOffset += change;
                        NotificationManager.Show(NotificationLevel.Success, $"Local map offset is now: {MapManager.Selected.Value.LocalOffset} ms");
                        MapDatabaseCache.UpdateMap(MapManager.Selected.Value);
                    }

                    // Handle offset -
                    if (KeyboardManager.IsUniqueKeyPress(ConfigManager.KeyDecreaseMapOffset.Value))
                    {
                        MapManager.Selected.Value.LocalOffset -= change;
                        NotificationManager.Show(NotificationLevel.Success, $"Local map offset is now: {MapManager.Selected.Value.LocalOffset} ms");
                        MapDatabaseCache.UpdateMap(MapManager.Selected.Value);
                    }
                }
            }

            // Handle input per game mode.
            Ruleset.HandleInput(gameTime);
        }