private Drawable createOverlayComponents(WorkingBeatmap working) { var container = new Container { RelativeSizeAxes = Axes.Both, Children = new[] { DimmableStoryboard.OverlayLayerContainer.CreateProxy(), BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor) { Clock = DrawableRuleset.FrameStableClock, ProcessCustomClock = false, Breaks = working.Beatmap.Breaks }, // display the cursor above some HUD elements. DrawableRuleset.Cursor?.CreateProxy() ?? new Container(), DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(), HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value) { HoldToQuit = { Action = performUserRequestedExit, IsPaused = { BindTarget = GameplayClockContainer.IsPaused } }, PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } }, KeyCounter = { AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded }, IsCounting = false }, RequestSeek = time => { GameplayClockContainer.Seek(time); GameplayClockContainer.Start(); }, Anchor = Anchor.Centre, Origin = Anchor.Centre }, skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime) { RequestSkip = GameplayClockContainer.Skip }, FailOverlay = new FailOverlay { OnRetry = Restart, OnQuit = performUserRequestedExit, }, PauseOverlay = new PauseOverlay { OnResume = Resume, Retries = RestartCount, OnRetry = Restart, OnQuit = performUserRequestedExit, }, new HotkeyExitOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); PerformExit(true); }, }, failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }, } }; if (!Configuration.AllowSkippingIntro) { skipOverlay.Expire(); } if (Configuration.AllowRestart) { container.Add(new HotkeyRetryOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); Restart(); }, }); } return(container); }
private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config) { this.api = api; Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray(); WorkingBeatmap working = loadBeatmap(); if (working == null) { return; } sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel); showStoryboard = config.GetBindable <bool>(OsuSetting.ShowStoryboard); ScoreProcessor = DrawableRuleset.CreateScoreProcessor(); ScoreProcessor.Mods.BindTo(Mods); if (!ScoreProcessor.Mode.Disabled) { config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode); } InternalChild = GameplayClockContainer = new GameplayClockContainer(working, Mods.Value, DrawableRuleset.GameplayStartTime); GameplayClockContainer.Children = new[] { StoryboardContainer = CreateStoryboardContainer(), new ScalingContainer(ScalingMode.Gameplay) { Child = new LocalSkinOverrideContainer(working.Skin) { RelativeSizeAxes = Axes.Both, Child = DrawableRuleset } }, new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor) { Anchor = Anchor.Centre, Origin = Anchor.Centre, Breaks = working.Beatmap.Breaks }, // display the cursor above some HUD elements. DrawableRuleset.Cursor?.CreateProxy() ?? new Container(), HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value) { HoldToQuit = { Action = performUserRequestedExit, IsPaused = { BindTarget = GameplayClockContainer.IsPaused } }, PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } }, KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } }, RequestSeek = GameplayClockContainer.Seek, Anchor = Anchor.Centre, Origin = Anchor.Centre }, new SkipOverlay(DrawableRuleset.GameplayStartTime) { RequestSeek = GameplayClockContainer.Seek }, FailOverlay = new FailOverlay { OnRetry = Restart, OnQuit = performUserRequestedExit, }, PauseOverlay = new PauseOverlay { OnResume = Resume, Retries = RestartCount, OnRetry = Restart, OnQuit = performUserRequestedExit, }, new HotkeyRetryOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); Restart(); }, }, new HotkeyExitOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); performUserRequestedExit(); }, }, failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, } }; DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true); // bind clock into components that require it DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); // load storyboard as part of player's load if we can initializeStoryboard(false); // Bind ScoreProcessor to ourselves ScoreProcessor.AllJudged += onCompletion; ScoreProcessor.Failed += onFail; foreach (var mod in Mods.Value.OfType <IApplicableToScoreProcessor>()) { mod.ApplyToScoreProcessor(ScoreProcessor); } }
private void addOverlayComponents(Container target, WorkingBeatmap working) { target.AddRange(new[] { BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor) { Clock = DrawableRuleset.FrameStableClock, ProcessCustomClock = false, Breaks = working.Beatmap.Breaks }, // display the cursor above some HUD elements. DrawableRuleset.Cursor?.CreateProxy() ?? new Container(), DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(), HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value) { HoldToQuit = { Action = performUserRequestedExit, IsPaused = { BindTarget = GameplayClockContainer.IsPaused } }, PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } }, KeyCounter = { AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded }, IsCounting = false }, RequestSeek = GameplayClockContainer.Seek, Anchor = Anchor.Centre, Origin = Anchor.Centre }, new SkipOverlay(DrawableRuleset.GameplayStartTime) { RequestSkip = GameplayClockContainer.Skip }, FailOverlay = new FailOverlay { OnRetry = Restart, OnQuit = performUserRequestedExit, }, PauseOverlay = new PauseOverlay { OnResume = Resume, Retries = RestartCount, OnRetry = Restart, OnQuit = performUserRequestedExit, }, new HotkeyRetryOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); Restart(); }, }, new HotkeyExitOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); performImmediateExit(); }, }, failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }, }); }
private void load(AudioManager audio, OsuConfigManager config, OsuGameBase game) { var gameplayMods = Mods.Value.Select(m => m.DeepClone()).ToArray(); if (Beatmap.Value is DummyWorkingBeatmap) { return; } IBeatmap playableBeatmap = loadPlayableBeatmap(gameplayMods); if (playableBeatmap == null) { return; } sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel); if (game != null) { gameActive.BindTo(game.IsActive); } if (game is OsuGame osuGame) { LocalUserPlaying.BindTo(osuGame.LocalUserPlaying); } DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, gameplayMods); dependencies.CacheAs(DrawableRuleset); ScoreProcessor = ruleset.CreateScoreProcessor(); ScoreProcessor.ApplyBeatmap(playableBeatmap); ScoreProcessor.Mods.Value = gameplayMods; dependencies.CacheAs(ScoreProcessor); HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime); HealthProcessor.ApplyBeatmap(playableBeatmap); dependencies.CacheAs(HealthProcessor); if (!ScoreProcessor.Mode.Disabled) { config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode); } InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime); AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer)); Score = CreateScore(playableBeatmap); // ensure the score is in a consistent state with the current player. Score.ScoreInfo.BeatmapInfo = Beatmap.Value.BeatmapInfo; Score.ScoreInfo.Ruleset = ruleset.RulesetInfo; if (ruleset.RulesetInfo.ID != null) { Score.ScoreInfo.RulesetID = ruleset.RulesetInfo.ID.Value; } Score.ScoreInfo.Mods = gameplayMods; dependencies.CacheAs(GameplayState = new GameplayState(playableBeatmap, ruleset, gameplayMods, Score)); var rulesetSkinProvider = new RulesetSkinProvidingContainer(ruleset, playableBeatmap, Beatmap.Value.Skin); // load the skinning hierarchy first. // this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources. GameplayClockContainer.Add(rulesetSkinProvider); rulesetSkinProvider.AddRange(new Drawable[] { failAnimationLayer = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, Children = new[] { // underlay and gameplay should have access to the skinning sources. createUnderlayComponents(), createGameplayComponents(Beatmap.Value, playableBeatmap) } }, FailOverlay = new FailOverlay { OnRetry = Restart, OnQuit = () => PerformExit(true), }, new HotkeyExitOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); PerformExit(false); }, }, }); if (Configuration.AllowRestart) { rulesetSkinProvider.Add(new HotkeyRetryOverlay { Action = () => { if (!this.IsCurrentScreen()) { return; } fadeOut(true); Restart(); }, }); } // add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components. // also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.) // we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there. failAnimationLayer.Add(createOverlayComponents(Beatmap.Value)); if (!DrawableRuleset.AllowGameplayOverlays) { HUDOverlay.ShowHud.Value = false; HUDOverlay.ShowHud.Disabled = true; BreakOverlay.Hide(); } DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting => { if (waiting.NewValue) { GameplayClockContainer.Stop(); } else { GameplayClockContainer.Start(); } }); DrawableRuleset.IsPaused.BindValueChanged(paused => { updateGameplayState(); updateSampleDisabledState(); }); DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState()); // bind clock into components that require it DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); DrawableRuleset.NewResult += r => { HealthProcessor.ApplyResult(r); ScoreProcessor.ApplyResult(r); GameplayState.ApplyResult(r); }; DrawableRuleset.RevertResult += r => { HealthProcessor.RevertResult(r); ScoreProcessor.RevertResult(r); }; DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded => { if (storyboardEnded.NewValue) { progressToResults(true); } }; // Bind the judgement processors to ourselves ScoreProcessor.HasCompleted.BindValueChanged(scoreCompletionChanged); HealthProcessor.Failed += onFail; // Provide judgement processors to mods after they're loaded so that they're on the gameplay clock, // this is required for mods that apply transforms to these processors. ScoreProcessor.OnLoadComplete += _ => { foreach (var mod in gameplayMods.OfType <IApplicableToScoreProcessor>()) { mod.ApplyToScoreProcessor(ScoreProcessor); } }; HealthProcessor.OnLoadComplete += _ => { foreach (var mod in gameplayMods.OfType <IApplicableToHealthProcessor>()) { mod.ApplyToHealthProcessor(HealthProcessor); } }; IsBreakTime.BindTo(breakTracker.IsBreakTime); IsBreakTime.BindValueChanged(onBreakTimeChanged, true); }