public override void OnSuspending(ScreenTransitionEvent e) { screenSuspension?.RemoveAndDisposeImmediately(); fadeOut(); base.OnSuspending(e); }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); ApplyToBackground(b => { if (epilepsyWarning != null) { epilepsyWarning.DimmableBackground = b; } }); Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment); content.ScaleTo(0.7f); contentIn(); MetadataInfo.Delay(750).FadeIn(500); // after an initial delay, start the debounced load check. // this will continue to execute even after resuming back on restart. Scheduler.Add(new ScheduledDelegate(pushWhenLoaded, Clock.CurrentTime + PlayerPushDelay, 0)); showMuteWarningIfNeeded(); showBatteryWarningIfNeeded(); }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); contentContainer.ScaleTo(0.95f).ScaleTo(1, duration, Easing.OutQuint); this.FadeInFromZero(duration); }
public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); message.TextContainer.MoveTo(new Vector2(-(DrawSize.X / 16), 0), transition_time, Easing.OutExpo); this.FadeOut(transition_time, Easing.OutExpo); }
public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); this .FadeInFromZero(100) .MoveToX(0, 500, Easing.OutQuint); }
public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); if (client.Room == null) { return; } Debug.Assert(client.LocalUser != null); if (!(e.Last is MultiplayerPlayerLoader playerLoader)) { return; } // Nothing needs to be done if already in the idle state (e.g. via load being aborted by the server). if (client.LocalUser.State == MultiplayerUserState.Idle) { return; } // If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay. if (!playerLoader.GameplayPassed) { client.AbortGameplay().FireAndForget(); return; } // If gameplay was completed and the user went all the way to results, we'll transition to idle here. // Otherwise, the transition will happen in onRoomUpdated(). transitionFromResults(); }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); Buttons.ReturnToTopOnIdle = false; Buttons.State = ButtonSystemState.TopLevel; }
public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); message.TextContainer.MoveTo(Vector2.Zero, transition_time, Easing.OutExpo); this.FadeIn(transition_time, Easing.OutExpo); }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal); // A non-null context factory means there's still content to migrate. if (efContextFactory != null) { LoadComponentAsync(realmMigrator = new EFToRealmMigrator(), AddInternal); realmMigrator.MigrationCompleted.ContinueWith(_ => Schedule(() => { // Delay initial screen loading to ensure that the migration is in a complete and sane state // before the intro screen may import the game intro beatmap. LoadComponentAsync(loadableScreen = CreateLoadableScreen()); })); } else { LoadComponentAsync(loadableScreen = CreateLoadableScreen()); } LoadComponentAsync(spinner = new LoadingSpinner(true, true) { Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, Margin = new MarginPadding(40), }, _ => { AddInternal(spinner); spinnerShow = Scheduler.AddDelayed(spinner.Show, 200); }); checkIfLoaded(); }
public override void OnEntering(ScreenTransitionEvent e) { // these will be reverted thanks to PlayerLoader's lease. Mods.Value = Score.Mods; Ruleset.Value = Score.Ruleset; base.OnEntering(e); }
public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); updateWorkingBeatmap(); beginHandlingTrack(); Scheduler.AddOnce(UpdateMods); Scheduler.AddOnce(updateRuleset); }
public override void OnSuspending(ScreenTransitionEvent e) { this .FadeOut(100) .MoveToX(-offset, 500, Easing.OutQuint); base.OnSuspending(e); }
public override void OnResuming(ScreenTransitionEvent e) { if (IsLoaded) { this.MoveToX(0, TRANSITION_LENGTH, Easing.OutExpo); } base.OnResuming(e); }
public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); trackAdjustmentStateAtSuspend = musicController.AllowTrackAdjustments; onSuspendingLogo(); }
public override void OnSuspending(ScreenTransitionEvent e) { this.ScaleTo(1.1f, 250, Easing.InSine); this.FadeOut(250); Debug.Assert(screenStack.CurrentScreen != null); screenStack.CurrentScreen.OnSuspending(e); }
protected override bool CheckModsAllowFailure() => false; // never fail. public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); // finish alpha transforms on entering to avoid gameplay starting in a half-hidden state. // the finish calls are purposefully not propagated to children to avoid messing up their state. FinishTransforms(); GameplayClockContainer.FinishTransforms(false, nameof(Alpha)); }
public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); if (playerLoader != null) { Mods.Value = modsAtGameplayStart; playerLoader = null; } }
public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); // ensure the background is shown, even if the TriangleIntroSequence failed to do so. background.ApplyToBackground(b => b.Show()); // important as there is a clock attached to a track which will likely be disposed before returning to this screen. intro.Expire(); }
public override void OnResuming(ScreenTransitionEvent e) { this.FadeIn(250); this.ScaleTo(1, 250, Easing.OutSine); Debug.Assert(screenStack.CurrentScreen != null); screenStack.CurrentScreen.OnResuming(e); base.OnResuming(e); }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); loadingLayer.Hide(); if (host?.OnScreenKeyboardOverlapsGameWindow != true) { focusNextTextBox(); } }
public override void OnEntering(ScreenTransitionEvent e) { if (string.IsNullOrEmpty(api?.ProvidedUsername) || game?.UseDevelopmentServer == true) { this.FadeOut(); this.Push(new ScreenEntry()); return; } base.OnEntering(e); }
public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); ApplyToBackground(b => (b as BackgroundScreenDefault)?.Next()); // we may have consumed our preloaded instance, so let's make another. preloadSongSelect(); musicController.EnsurePlayingSomething(); }
public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); Buttons.State = ButtonSystemState.EnteringMode; this.FadeOut(FADE_OUT_DURATION, Easing.InSine); buttonsContainer.MoveTo(new Vector2(-800, 0), FADE_OUT_DURATION, Easing.InSine); sideFlashes.FadeOut(64, Easing.OutQuint); }
public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); // Upon having left a room, we don't know whether we were the only participant, and whether the room is now closed as a result of leaving it. // To work around this, temporarily remove the room and trigger an immediate listing poll. if (e.Last is MultiplayerMatchSubScreen match) { RoomManager.RemoveRoom(match.Room); ListingPollingComponent.PollImmediately(); } }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); ApplyToBackground(b => { b.BlurAmount.Value = BACKGROUND_BLUR; b.FadeColour(OsuColour.Gray(0.5f), 250); }); bottomPanel.FadeTo(1, 250); }
public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); previousFrameSyncMode = config.Get <FrameSync>(FrameworkSetting.FrameSync); previousActiveHz = host.UpdateThread.ActiveHz; config.SetValue(FrameworkSetting.FrameSync, FrameSync.Unlimited); host.UpdateThread.ActiveHz = target_host_update_frames; host.AllowBenchmarkUnlimitedFrames = true; musicController.Stop(); }
public override void OnSuspending(ScreenTransitionEvent e) { base.OnSuspending(e); BackgroundBrightnessReduction = false; // we're moving to player, so a period of silence is upcoming. // stop the track before removing adjustment to avoid a volume spike. Beatmap.Value.Track.Stop(); Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment); lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF); highPassFilter.CutoffTo(0); }
public override void OnResuming(ScreenTransitionEvent e) { applyArrivingDefaults(true); // it's feasible to resume to a screen if the target screen never loaded successfully. // in such a case there's no need to restore this value. if (trackAdjustmentStateAtSuspend != null) { musicController.AllowTrackAdjustments = trackAdjustmentStateAtSuspend.Value; } base.OnResuming(e); }
public override void OnEntering(ScreenTransitionEvent e) { if (animateOnEnter) { this.FadeOut(); this.MoveToX(x_movement_amount); this.FadeIn(TRANSITION_LENGTH, Easing.InOutQuart); this.MoveToX(0, TRANSITION_LENGTH, Easing.InOutQuart); } base.OnEntering(e); }
public override void OnEntering(ScreenTransitionEvent e) { this.FadeIn(); waves.Show(); Mods.SetDefault(); if (loungeSubScreen.IsCurrentScreen()) { loungeSubScreen.OnEntering(e); } else { loungeSubScreen.MakeCurrent(); } }