441bb95a09
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
194 lines
5.3 KiB
Java
194 lines
5.3 KiB
Java
/*
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* opsu! - an open-source osu! client
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* Copyright (C) 2014, 2015 Jeffrey Han
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*
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* opsu! is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* opsu! is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with opsu!. If not, see <http://www.gnu.org/licenses/>.
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*/
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package itdelatrisu.opsu.states;
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import itdelatrisu.opsu.GameImage;
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import itdelatrisu.opsu.Opsu;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.OszUnpacker;
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import itdelatrisu.opsu.Utils;
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import itdelatrisu.opsu.audio.MusicController;
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import itdelatrisu.opsu.audio.SoundController;
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import itdelatrisu.opsu.beatmap.BeatmapParser;
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import itdelatrisu.opsu.beatmap.BeatmapSetList;
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import itdelatrisu.opsu.replay.ReplayImporter;
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import itdelatrisu.opsu.ui.UI;
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import itdelatrisu.opsu.ui.animations.AnimatedValue;
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import itdelatrisu.opsu.ui.animations.AnimationEquation;
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import java.io.File;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.GameContainer;
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import org.newdawn.slick.Graphics;
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import org.newdawn.slick.Input;
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import org.newdawn.slick.SlickException;
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import org.newdawn.slick.state.BasicGameState;
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import org.newdawn.slick.state.StateBasedGame;
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/**
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* "Splash Screen" state.
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* <p>
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* Loads game resources and enters "Main Menu" state.
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*/
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public class Splash extends BasicGameState {
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/** Minimum time, in milliseconds, to display the splash screen (and fade in the logo). */
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private static final int MIN_SPLASH_TIME = 400;
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/** Whether or not loading has completed. */
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private boolean finished = false;
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/** Loading thread. */
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private Thread thread;
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/** Number of times the 'Esc' key has been pressed. */
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private int escapeCount = 0;
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/** Whether the skin being loaded is a new skin (for program restarts). */
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private boolean newSkin = false;
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/** Logo alpha level. */
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private AnimatedValue logoAlpha;
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// game-related variables
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private final int state;
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private GameContainer container;
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private boolean init = false;
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public Splash(int state) {
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this.state = state;
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}
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@Override
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public void init(GameContainer container, StateBasedGame game)
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throws SlickException {
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this.container = container;
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// check if skin changed
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if (Options.getSkin() != null)
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this.newSkin = (Options.getSkin().getDirectory() != Options.getSkinDir());
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// load Utils class first (needed in other 'init' methods)
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Utils.init(container, game);
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// fade in logo
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this.logoAlpha = new AnimatedValue(MIN_SPLASH_TIME, 0f, 1f, AnimationEquation.LINEAR);
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GameImage.MENU_LOGO.getImage().setAlpha(0f);
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}
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@Override
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public void render(GameContainer container, StateBasedGame game, Graphics g)
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throws SlickException {
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g.setBackground(Color.black);
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GameImage.MENU_LOGO.getImage().drawCentered(container.getWidth() / 2, container.getHeight() / 2);
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UI.drawLoadingProgress(g);
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}
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@Override
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public void update(GameContainer container, StateBasedGame game, int delta)
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throws SlickException {
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if (!init) {
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init = true;
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// resources already loaded (from application restart)
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if (BeatmapSetList.get() != null) {
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// reload sounds if skin changed
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if (newSkin) {
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thread = new Thread() {
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@Override
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public void run() {
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// TODO: only reload each sound if actually needed?
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SoundController.init();
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finished = true;
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thread = null;
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}
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};
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thread.start();
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} else // don't reload anything
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finished = true;
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}
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// load all resources in a new thread
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else {
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thread = new Thread() {
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@Override
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public void run() {
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File beatmapDir = Options.getBeatmapDir();
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// unpack all OSZ archives
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OszUnpacker.unpackAllFiles(Options.getOSZDir(), beatmapDir);
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// parse song directory
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BeatmapParser.parseAllFiles(beatmapDir);
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// import replays
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ReplayImporter.importAllReplaysFromDir(Options.getReplayImportDir());
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// load sounds
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SoundController.init();
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finished = true;
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thread = null;
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}
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};
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thread.start();
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}
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}
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// fade in logo
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if (logoAlpha.update(delta))
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GameImage.MENU_LOGO.getImage().setAlpha(logoAlpha.getValue());
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// change states when loading complete
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if (finished && logoAlpha.getValue() >= 1f) {
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// initialize song list
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if (BeatmapSetList.get().size() > 0) {
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BeatmapSetList.get().init();
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if (Options.isThemeSongEnabled())
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MusicController.playThemeSong();
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else
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((SongMenu) game.getState(Opsu.STATE_SONGMENU)).setFocus(BeatmapSetList.get().getRandomNode(), -1, true, true);
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}
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// play the theme song
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else
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MusicController.playThemeSong();
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game.enterState(Opsu.STATE_MAINMENU);
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}
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}
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@Override
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public int getID() { return state; }
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@Override
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public void keyPressed(int key, char c) {
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if (key == Input.KEY_ESCAPE) {
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// close program
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if (++escapeCount >= 3)
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container.exit();
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// stop parsing beatmaps by sending interrupt to BeatmapParser
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else if (thread != null)
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thread.interrupt();
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}
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}
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}
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