osu/osu.Game/Screens/OsuScreen.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
using osu.Game.Database;
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using osu.Game.Graphics.Containers;
using OpenTK;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio;
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namespace osu.Game.Screens
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{
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public abstract class OsuScreen : Screen
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{
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internal BackgroundScreen Background { get; private set; }
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/// <summary>
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/// Override to create a BackgroundMode for the current screen.
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/// Note that the instance created may not be the used instance if it matches the BackgroundMode equality clause.
/// </summary>
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protected virtual BackgroundScreen CreateBackground() => null;
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internal virtual bool ShowOverlays => true;
protected new OsuGameBase Game => base.Game as OsuGameBase;
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internal virtual bool HasLocalCursorDisplayed => false;
/// <summary>
/// Whether the beatmap or ruleset should be allowed to be changed by the user or game.
/// Used to mark exclusive areas where this is strongly prohibited, like gameplay.
/// </summary>
internal virtual bool AllowBeatmapRulesetChange => true;
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
private SampleChannel sampleExit;
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private WorkingBeatmap defaultBeatmap;
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public WorkingBeatmap Beatmap
{
get
{
return beatmap.Value;
}
set
{
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beatmap.Value = value ?? defaultBeatmap;
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}
}
[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuGameBase game, OsuGame osuGame, AudioManager audio, BeatmapDatabase beatmaps)
{
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defaultBeatmap = beatmaps.DefaultBeatmap;
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if (game != null)
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{
//if we were given a beatmap at ctor time, we want to pass this on to the game-wide beatmap.
var localMap = beatmap.Value;
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beatmap.BindTo(game.Beatmap);
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if (localMap != null)
beatmap.Value = localMap;
}
if (osuGame != null)
ruleset.BindTo(osuGame.Ruleset);
sampleExit = audio.Sample.Get(@"UI/melodic-1");
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}
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protected override void LoadComplete()
{
base.LoadComplete();
beatmap.ValueChanged += OnBeatmapChanged;
}
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/// <summary>
/// The global Beatmap was changed.
/// </summary>
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protected virtual void OnBeatmapChanged(WorkingBeatmap beatmap)
{
}
protected override void Update()
{
if (!IsCurrentScreen) return;
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if (ParentScreen != null)
{
// we only want to apply these restrictions when we are inside a screen stack.
// the use case for not applying is in visual/unit tests.
ruleset.Disabled = !AllowBeatmapRulesetChange;
beatmap.Disabled = !AllowBeatmapRulesetChange;
}
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}
protected override void OnResuming(Screen last)
{
base.OnResuming(last);
sampleExit?.Play();
}
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protected override void OnEntering(Screen last)
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{
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OsuScreen lastOsu = last as OsuScreen;
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BackgroundScreen bg = CreateBackground();
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OnBeatmapChanged(Beatmap);
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if (lastOsu?.Background != null)
{
if (bg == null || lastOsu.Background.Equals(bg))
//we can keep the previous mode's background.
Background = lastOsu.Background;
else
{
lastOsu.Background.Push(Background = bg);
}
}
else if (bg != null)
{
// this makes up for the fact our padding changes when the global toolbar is visible.
bg.Scale = new Vector2(1.06f);
AddInternal(new ParallaxContainer
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{
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Depth = float.MaxValue,
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Children = new[]
{
Background = bg
}
});
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}
base.OnEntering(last);
}
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protected override bool OnExiting(Screen next)
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{
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OsuScreen nextOsu = next as OsuScreen;
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if (Background != null && !Background.Equals(nextOsu?.Background))
{
if (nextOsu != null)
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//We need to use MakeCurrent in case we are jumping up multiple game screens.
nextOsu.Background?.MakeCurrent();
else
Background.Exit();
}
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if (base.OnExiting(next))
return true;
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// while this is not necessary as we are constructing our own bindable, there are cases where
// the GC doesn't run as fast as expected and this is triggered post-exit.
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// added to resolve https://github.com/ppy/osu/issues/829
beatmap.ValueChanged -= OnBeatmapChanged;
return false;
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}
}
}