osu/osu.Game/Graphics/Containers/OsuFocusedOverlayContainer.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using OpenTK;
using osu.Framework.Configuration;
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namespace osu.Game.Graphics.Containers
{
public class OsuFocusedOverlayContainer : FocusedOverlayContainer
{
private SampleChannel samplePopIn;
private SampleChannel samplePopOut;
protected BindableBool ShowOverlays = new BindableBool();
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[BackgroundDependencyLoader]
private void load(OsuGame osuGame, AudioManager audio)
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{
samplePopIn = audio.Sample.Get(@"UI/overlay-pop-in");
samplePopOut = audio.Sample.Get(@"UI/overlay-pop-out");
StateChanged += onStateChanged;
ShowOverlays.BindTo(osuGame.ShowOverlays);
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}
/// <summary>
/// Whether mouse input should be blocked screen-wide while this overlay is visible.
/// Performing mouse actions outside of the valid extents will hide the overlay but pass the events through.
/// </summary>
public virtual bool BlockScreenWideMouse => BlockPassThroughMouse;
// receive input outside our bounds so we can trigger a close event on ourselves.
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => BlockScreenWideMouse || base.ReceiveMouseInputAt(screenSpacePos);
protected override bool OnClick(InputState state)
{
if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
{
State = Visibility.Hidden;
return true;
}
return base.OnClick(state);
}
private void onStateChanged(Visibility visibility)
{
if (!ShowOverlays)
State = Visibility.Hidden;
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switch (visibility)
{
case Visibility.Visible:
samplePopIn?.Play();
break;
case Visibility.Hidden:
samplePopOut?.Play();
break;
}
}
}
}