opsu-dance/src/itdelatrisu/opsu/states/Splash.java

143 lines
3.4 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>.
*/
package itdelatrisu.opsu.states;
import itdelatrisu.opsu.GameImage;
import itdelatrisu.opsu.audio.MusicController;
import itdelatrisu.opsu.audio.SoundController;
import itdelatrisu.opsu.beatmap.BeatmapSetList;
import itdelatrisu.opsu.ui.UI;
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.state.BaseOpsuState;
import static yugecin.opsudance.core.InstanceContainer.*;
import static yugecin.opsudance.options.Options.*;
/**
* "Splash Screen" state.
* <p>
* Loads game resources and enters "Main Menu" state.
*/
public class Splash extends BaseOpsuState {
/** Whether or not loading has completed. */
private boolean finished;
/** Loading thread. */
private Thread thread;
/** Number of times the escape key has been pressed, to exit. */
private int escapeCount = 0;
/** Wether the loading progress was inited. */
private boolean inited;
@Override
protected void revalidate() {
super.revalidate();
// pre-revalidate some states to reduce lag between switching
songMenuState.revalidate();
if (inited) {
return;
}
inited = true;
thread = new Thread() {
@Override
public void run() {
oszunpacker.unpackAll();
beatmapParser.parseAll();
replayImporter.importAll();
SoundController.init();
finished = true;
thread = null;
}
};
thread.start();
}
@Override
public void preRenderUpdate() {
// change states when loading complete
if (!finished) {
return;
}
// initialize song list
if (BeatmapSetList.get().size() == 0) {
MusicController.playThemeSong(config.themeBeatmap);
displayContainer.switchStateInstantly(mainmenuState);
return;
}
BeatmapSetList.get().init();
if (OPTION_ENABLE_THEME_SONG.state) {
MusicController.playThemeSong(config.themeBeatmap);
} else {
songMenuState.setFocus(BeatmapSetList.get().getRandomNode(), -1, true, true);
}
displayContainer.switchStateInstantly(mainmenuState);
}
@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 boolean onCloseRequest() {
if (thread == null || !thread.isAlive()) {
return true;
}
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;
}
}