/* * opsu! - an open-source osu! client * Copyright (C) 2014, 2015 Jeffrey Han * * opsu! is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * opsu! is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with opsu!. If not, see . */ package itdelatrisu.opsu.states; import itdelatrisu.opsu.GameImage; import itdelatrisu.opsu.Options; import itdelatrisu.opsu.Utils; import itdelatrisu.opsu.audio.MusicController; import itdelatrisu.opsu.audio.SoundController; import itdelatrisu.opsu.beatmap.BeatmapParser; import itdelatrisu.opsu.beatmap.BeatmapSetList; import itdelatrisu.opsu.beatmap.BeatmapWatchService; import itdelatrisu.opsu.beatmap.OszUnpacker; import itdelatrisu.opsu.replay.ReplayImporter; import itdelatrisu.opsu.ui.UI; import itdelatrisu.opsu.ui.animations.AnimatedValue; import itdelatrisu.opsu.ui.animations.AnimationEquation; import java.io.File; import org.newdawn.slick.Color; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.util.Log; import yugecin.opsudance.core.DisplayContainer; import yugecin.opsudance.core.inject.InstanceContainer; import yugecin.opsudance.core.state.BaseOpsuState; /** * "Splash Screen" state. *

* Loads game resources and enters "Main Menu" state. */ public class Splash extends BaseOpsuState { private final InstanceContainer instanceContainer; /** Minimum time, in milliseconds, to display the splash screen (and fade in the logo). */ private static final int MIN_SPLASH_TIME = 400; /** Whether or not loading has completed. */ private boolean finished = false; /** Loading thread. */ private Thread thread; /** Number of times the 'Esc' key has been pressed. */ private int escapeCount = 0; /** Whether the skin being loaded is a new skin (for program restarts). */ private boolean newSkin = false; /** Whether the watch service is newly enabled (for program restarts). */ private boolean watchServiceChange = false; /** Logo alpha level. */ private AnimatedValue logoAlpha; // game-related variables private boolean init = false; public Splash(DisplayContainer displayContainer, InstanceContainer instanceContainer) { super(displayContainer); this.instanceContainer = instanceContainer; } @Override protected void revalidate() { super.revalidate(); // TODO d check if below is needed // check if skin changed if (Options.getSkin() != null) this.newSkin = (Options.getSkin().getDirectory() != Options.getSkinDir()); // check if watch service newly enabled this.watchServiceChange = Options.isWatchServiceEnabled() && BeatmapWatchService.get() == null; // load Utils class first (needed in other 'init' methods) Utils.init(displayContainer); // fade in logo this.logoAlpha = new AnimatedValue(MIN_SPLASH_TIME, 0f, 1f, AnimationEquation.LINEAR); GameImage.MENU_LOGO.getImage().setAlpha(0f); // pre-revalidate some states to reduce lag between switching instanceContainer.provide(SongMenu.class).revalidate(); } @Override public void render(Graphics g) { g.setBackground(Color.black); GameImage.MENU_LOGO.getImage().drawCentered(displayContainer.width / 2, displayContainer.height / 2); UI.drawLoadingProgress(g); } @Override public void preRenderUpdate() { if (!init) { init = true; // resources already loaded (from application restart) if (BeatmapSetList.get() != null) { if (newSkin || watchServiceChange) { // need to reload resources thread = new Thread() { @Override public void run() { // reload beatmaps if watch service newly enabled if (watchServiceChange) BeatmapParser.parseAllFiles(Options.getBeatmapDir()); // reload sounds if skin changed // TODO: only reload each sound if actually needed? if (newSkin) SoundController.init(); finished = true; thread = null; } }; thread.start(); } else // don't reload anything finished = true; } // load all resources in a new thread else { thread = new Thread() { @Override public void run() { File beatmapDir = Options.getBeatmapDir(); // unpack all OSZ archives OszUnpacker.unpackAllFiles(Options.getOSZDir(), beatmapDir); // parse song directory BeatmapParser.parseAllFiles(beatmapDir); // import replays ReplayImporter.importAllReplaysFromDir(Options.getReplayImportDir()); // load sounds SoundController.init(); finished = true; thread = null; } }; thread.start(); } } // fade in logo if (logoAlpha.update(displayContainer.renderDelta)) GameImage.MENU_LOGO.getImage().setAlpha(logoAlpha.getValue()); // change states when loading complete if (finished && logoAlpha.getValue() >= 1f) { // initialize song list if (BeatmapSetList.get().size() > 0) { BeatmapSetList.get().init(); if (Options.isThemeSongEnabled()) { MusicController.playThemeSong(); } else { instanceContainer.provide(SongMenu.class).setFocus(BeatmapSetList.get().getRandomNode(), -1, true, true); } } else { MusicController.playThemeSong(); } displayContainer.switchState(MainMenu.class); } } @Override public boolean onCloseRequest() { if (thread != null && thread.isAlive()) { thread.interrupt(); try { thread.join(); } catch (InterruptedException e) { Log.warn("InterruptedException while waiting for splash thread to die", e); } } return true; } @Override public boolean keyPressed(int key, char c) { if (key != Input.KEY_ESCAPE) { return false; } if (++escapeCount >= 3) { displayContainer.exitRequested = true; } else if (thread != null) { thread.interrupt(); } return true; } }