private bool onFail() { if (!CheckModsAllowFailure()) { return(false); } HasFailed = true; // There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer) // could process an extra frame after the GameplayClock is stopped. // In such cases we want the fail state to precede a user triggered pause. if (PauseOverlay.State.Value == Visibility.Visible) { PauseOverlay.Hide(); } failAnimation.Start(); if (Mods.Value.OfType <IApplicableFailOverride>().Any(m => m.RestartOnFail)) { Restart(); } return(true); }
/// <summary> /// Creates a new <see cref="PauseContainer"/>. /// </summary> /// <param name="framedClock">The gameplay clock. This is the clock that will process frames.</param> /// <param name="decoupledClock">The seekable clock. This is the clock that will be paused and resumed.</param> public PauseContainer(FramedClock framedClock, DecoupleableInterpolatingFramedClock decoupledClock) { this.framedClock = framedClock; this.decoupledClock = decoupledClock; RelativeSizeAxes = Axes.Both; AddInternal(content = new Container { Clock = this.framedClock, ProcessCustomClock = false, RelativeSizeAxes = Axes.Both }); AddInternal(pauseOverlay = new PauseOverlay { OnResume = () => { IsResuming = true; this.Delay(400).Schedule(Resume); }, OnRetry = () => OnRetry(), OnQuit = () => OnQuit(), }); }
public PauseContainer() { RelativeSizeAxes = Axes.Both; AddInternal(content = new Container { RelativeSizeAxes = Axes.Both }); AddInternal(pauseOverlay = new PauseOverlay { OnResume = () => this.Delay(400).Schedule(Resume), OnRetry = () => OnRetry(), OnQuit = () => OnQuit(), }); }
private bool onFail() { if (Mods.Value.OfType <IApplicableFailOverride>().Any(m => !m.AllowFail)) { return(false); } GameplayClockContainer.Stop(); HasFailed = true; // There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer) // could process an extra frame after the GameplayClock is stopped. // In such cases we want the fail state to precede a user triggered pause. if (PauseOverlay.State == Visibility.Visible) { PauseOverlay.Hide(); } FailOverlay.Retries = RestartCount; FailOverlay.Show(); return(true); }
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 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, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config) { dimLevel = config.GetBindable <int>(OsuConfig.DimLevel); try { if (Beatmap == null) { Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true); } if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0) { throw new Exception("No valid objects were found!"); } } catch (Exception e) { Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error); //couldn't load, hard abort! Exit(); return; } AudioTrack track = Beatmap.Track; if (track != null) { audio.Track.SetExclusive(track); sourceClock = track; } sourceClock = (IAdjustableClock)track ?? new StopwatchClock(); Schedule(() => { sourceClock.Reset(); }); var beatmap = Beatmap.Beatmap; if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu) { //we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor. Exit(); return; } PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode; ruleset = Ruleset.GetRuleset(usablePlayMode); scoreOverlay = ruleset.CreateScoreOverlay(); scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count)); pauseOverlay = new PauseOverlay { Depth = -1, OnResume = delegate { Delay(400); Schedule(Resume); }, OnRetry = Restart, OnQuit = Exit }; hitRenderer = ruleset.CreateHitRendererWith(beatmap); //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation) hitRenderer.OnJudgement += scoreProcessor.AddJudgement; hitRenderer.OnAllJudged += onPass; //bind ScoreProcessor to ourselves (for a fail situation) scoreProcessor.Failed += onFail; if (Autoplay) { hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit)); } Children = new Drawable[] { playerInputManager = new PlayerInputManager(game.Host) { Clock = new InterpolatingFramedClock(sourceClock), PassThrough = false, Children = new Drawable[] { hitRenderer, skipButton = new SkipButton { Alpha = 0 }, } }, scoreOverlay, pauseOverlay }; }
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 load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config) { var beatmap = Beatmap.Beatmap; if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu) { //we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor. Exit(); return; } dimLevel = config.GetBindable <int>(OsuConfig.DimLevel); mouseWheelDisabled = config.GetBindable <bool>(OsuConfig.MouseDisableWheel); try { if (Beatmap == null) { Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true); } if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0) { throw new Exception("No valid objects were found!"); } if (Beatmap == null) { throw new Exception("Beatmap was not loaded"); } } catch (Exception e) { Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error); //couldn't load, hard abort! Exit(); return; } Track track = Beatmap.Track; if (track != null) { audio.Track.SetExclusive(track); sourceClock = track; } sourceClock = (IAdjustableClock)track ?? new StopwatchClock(); interpolatedSourceClock = new InterpolatingFramedClock(sourceClock); Schedule(() => { sourceClock.Reset(); }); ruleset = Ruleset.GetRuleset(Beatmap.PlayMode); hudOverlay = new StandardHudOverlay(); hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys()); hudOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count)); pauseOverlay = new PauseOverlay { Depth = -1, OnResume = delegate { Delay(400); Schedule(Resume); }, OnRetry = Restart, OnQuit = Exit }; hitRenderer = ruleset.CreateHitRendererWith(Beatmap); if (ReplayInputHandler != null) { hitRenderer.InputManager.ReplayInputHandler = ReplayInputHandler; } hudOverlay.BindHitRenderer(hitRenderer); //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation) hitRenderer.OnJudgement += scoreProcessor.AddJudgement; hitRenderer.OnAllJudged += onPass; //bind ScoreProcessor to ourselves (for a fail situation) scoreProcessor.Failed += onFail; Children = new Drawable[] { new Container { RelativeSizeAxes = Axes.Both, Clock = interpolatedSourceClock, Children = new Drawable[] { hitRenderer, skipButton = new SkipButton { Alpha = 0 }, } }, hudOverlay, pauseOverlay }; }
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(DrawableRuleset, GameplayState.Mods) { HoldToQuit = { Action = () => PerformExit(true), IsPaused = { BindTarget = GameplayClockContainer.IsPaused } }, KeyCounter = { AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded }, IsCounting = false }, Anchor = Anchor.Centre, Origin = Anchor.Centre }, skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime) { RequestSkip = performUserRequestedSkip }, skipOutroOverlay = new SkipOverlay(Beatmap.Value.Storyboard.LatestEventTime ?? 0) { RequestSkip = () => progressToResults(false), Alpha = 0 }, PauseOverlay = new PauseOverlay { OnResume = Resume, Retries = RestartCount, OnRetry = Restart, OnQuit = () => PerformExit(true), }, }, }; if (!Configuration.AllowSkipping || !DrawableRuleset.AllowGameplayOverlays) { skipIntroOverlay.Expire(); skipOutroOverlay.Expire(); } if (GameplayClockContainer is MasterGameplayClockContainer master) { HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate; } return(container); }
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config, OsuGame osu) { dimLevel = config.GetBindable <double>(OsuConfig.DimLevel); mouseWheelDisabled = config.GetBindable <bool>(OsuConfig.MouseDisableWheel); Ruleset rulesetInstance; try { if (Beatmap == null) { Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true); } if (Beatmap?.Beatmap == null) { throw new Exception("Beatmap was not loaded"); } ruleset = osu?.Ruleset.Value ?? Beatmap.BeatmapInfo.Ruleset; rulesetInstance = ruleset.CreateInstance(); try { HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap); } catch (BeatmapInvalidForRulesetException) { // we may fail to create a HitRenderer if the beatmap cannot be loaded with the user's preferred ruleset // let's try again forcing the beatmap's ruleset. ruleset = Beatmap.BeatmapInfo.Ruleset; rulesetInstance = ruleset.CreateInstance(); HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap); } if (!HitRenderer.Objects.Any()) { throw new Exception("Beatmap contains no hit objects!"); } } catch (Exception e) { Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error); //couldn't load, hard abort! Exit(); return; } Track track = Beatmap.Track; if (track != null) { audio.Track.SetExclusive(track); adjustableSourceClock = track; } adjustableSourceClock = (IAdjustableClock)track ?? new StopwatchClock(); decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false }; var firstObjectTime = HitRenderer.Objects.First().StartTime; decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(Beatmap.Beatmap.TimingInfo.BeatLengthAt(firstObjectTime) * 4, Beatmap.BeatmapInfo.AudioLeadIn))); decoupledClock.ProcessFrame(); offsetClock = new FramedOffsetClock(decoupledClock); userAudioOffset = config.GetBindable <double>(OsuConfig.AudioOffset); userAudioOffset.ValueChanged += v => offsetClock.Offset = v; userAudioOffset.TriggerChange(); Schedule(() => { adjustableSourceClock.Reset(); foreach (var mod in Beatmap.Mods.Value.OfType <IApplicableToClock>()) { mod.ApplyToClock(adjustableSourceClock); } decoupledClock.ChangeSource(adjustableSourceClock); }); scoreProcessor = HitRenderer.CreateScoreProcessor(); hudOverlay = new StandardHudOverlay() { Anchor = Anchor.Centre, Origin = Anchor.Centre }; hudOverlay.KeyCounter.Add(rulesetInstance.CreateGameplayKeys()); hudOverlay.BindProcessor(scoreProcessor); hudOverlay.BindHitRenderer(HitRenderer); hudOverlay.Progress.Objects = HitRenderer.Objects; hudOverlay.Progress.AudioClock = decoupledClock; hudOverlay.Progress.AllowSeeking = HitRenderer.HasReplayLoaded; hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos); //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation) HitRenderer.OnAllJudged += onCompletion; //bind ScoreProcessor to ourselves (for a fail situation) scoreProcessor.Failed += onFail; Children = new Drawable[] { hitRendererContainer = new Container { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { new Container { RelativeSizeAxes = Axes.Both, Clock = offsetClock, Children = new Drawable[] { HitRenderer, skipButton = new SkipButton { Alpha = 0 }, } }, } }, hudOverlay, pauseOverlay = new PauseOverlay { OnResume = delegate { Delay(400); Schedule(Resume); }, OnRetry = Restart, OnQuit = Exit, }, failOverlay = new FailOverlay { OnRetry = Restart, OnQuit = Exit, }, new HotkeyRetryOverlay { Action = () => { //we want to hide the hitrenderer immediately (looks better). //we may be able to remove this once the mouse cursor trail is improved. HitRenderer?.Hide(); Restart(); }, } }; }
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config) { if (Beatmap.Beatmap.BeatmapInfo?.Mode > PlayMode.Taiko) { //we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor. Exit(); return; } dimLevel = config.GetBindable <int>(OsuConfig.DimLevel); mouseWheelDisabled = config.GetBindable <bool>(OsuConfig.MouseDisableWheel); try { if (Beatmap == null) { Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true); } if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0) { throw new Exception("No valid objects were found!"); } if (Beatmap == null) { throw new Exception("Beatmap was not loaded"); } } catch (Exception e) { Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error); //couldn't load, hard abort! Exit(); return; } Track track = Beatmap.Track; if (track != null) { audio.Track.SetExclusive(track); sourceClock = track; } sourceClock = (IAdjustableClock)track ?? new StopwatchClock(); interpolatedSourceClock = new InterpolatingFramedClock(sourceClock); Schedule(() => { sourceClock.Reset(); }); ruleset = Ruleset.GetRuleset(Beatmap.PlayMode); HitRenderer = ruleset.CreateHitRendererWith(Beatmap); scoreProcessor = HitRenderer.CreateScoreProcessor(); hudOverlay = new StandardHudOverlay() { Anchor = Anchor.Centre, Origin = Anchor.Centre }; hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys()); hudOverlay.BindProcessor(scoreProcessor); hudOverlay.BindHitRenderer(HitRenderer); hudOverlay.Progress.Objects = HitRenderer.Objects; hudOverlay.Progress.AudioClock = interpolatedSourceClock; //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation) HitRenderer.OnAllJudged += onCompletion; //bind ScoreProcessor to ourselves (for a fail situation) scoreProcessor.Failed += onFail; Children = new Drawable[] { new Container { RelativeSizeAxes = Axes.Both, Clock = interpolatedSourceClock, Children = new Drawable[] { HitRenderer, skipButton = new SkipButton { Alpha = 0 }, } }, hudOverlay, pauseOverlay = new PauseOverlay { OnResume = delegate { Delay(400); Schedule(Resume); }, OnRetry = Restart, OnQuit = Exit, }, failOverlay = new FailOverlay { OnRetry = Restart, OnQuit = Exit, }, new HotkeyRetryOverlay { Action = () => { //we want to hide the hitrenderer immediately (looks better). //we may be able to remove this once the mouse cursor trail is improved. HitRenderer?.Hide(); Restart(); }, } }; }