osu/osu.Game/Screens/OsuScreenStack.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Game.Graphics.Containers;
namespace osu.Game.Screens
{
public class OsuScreenStack : ScreenStack
{
[Cached]
private BackgroundScreenStack backgroundScreenStack;
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private readonly ParallaxContainer parallaxContainer;
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protected float ParallaxAmount => parallaxContainer.ParallaxAmount;
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public OsuScreenStack()
{
InternalChild = parallaxContainer = new ParallaxContainer
{
RelativeSizeAxes = Axes.Both,
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Child = backgroundScreenStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both },
};
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ScreenPushed += screenPushed;
ScreenExited += ScreenChanged;
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}
private void screenPushed(IScreen prev, IScreen next)
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{
if (LoadState < LoadState.Ready)
{
// dependencies must be present to stay in a sane state.
// this is generally only ever hit by test scenes.
Schedule(() => screenPushed(prev, next));
return;
}
// create dependencies synchronously to ensure leases are in a sane state.
((OsuScreen)next).CreateLeasedDependencies((prev as OsuScreen)?.Dependencies ?? Dependencies);
ScreenChanged(prev, next);
}
protected virtual void ScreenChanged(IScreen prev, IScreen next)
{
setParallax(next);
}
private void setParallax(IScreen next) =>
parallaxContainer.ParallaxAmount = ParallaxContainer.DEFAULT_PARALLAX_AMOUNT * ((IOsuScreen)next)?.BackgroundParallaxAmount ?? 1.0f;
}
}