2019-01-29 12:48:35 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2019-01-23 11:52:00 +00:00
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2019-02-21 10:04:31 +00:00
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using osu.Framework.Bindables;
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2019-01-23 11:52:00 +00:00
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using osu.Framework.Screens;
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2019-02-01 06:42:15 +00:00
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using osu.Game.Beatmaps;
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2019-01-28 06:41:54 +00:00
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using osu.Game.Overlays;
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2019-02-01 06:42:15 +00:00
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using osu.Game.Rulesets;
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2019-01-23 11:52:00 +00:00
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namespace osu.Game.Screens
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{
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public interface IOsuScreen : IScreen
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{
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/// <summary>
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/// Whether the beatmap or ruleset should be allowed to be changed by the user or game.
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/// Used to mark exclusive areas where this is strongly prohibited, like gameplay.
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/// </summary>
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bool DisallowExternalBeatmapRulesetChanges { get; }
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2019-06-25 07:55:49 +00:00
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/// <summary>
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/// Whether the user can exit this this <see cref="IOsuScreen"/> by pressing the back button.
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/// </summary>
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bool AllowBackButton { get; }
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2019-02-13 10:43:01 +00:00
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/// <summary>
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/// Whether a top-level component should be allowed to exit the current screen to, for example,
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/// complete an import. Note that this can be overridden by a user if they specifically request.
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/// </summary>
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bool AllowExternalScreenChange { get; }
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/// <summary>
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/// Whether this <see cref="OsuScreen"/> allows the cursor to be displayed.
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/// </summary>
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bool CursorVisible { get; }
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/// <summary>
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/// Whether all overlays should be hidden when this screen is entered or resumed.
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/// </summary>
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bool HideOverlaysOnEnter { get; }
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/// <summary>
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/// Whether overlays should be able to be opened once this screen is entered or resumed.
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/// </summary>
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OverlayActivation InitialOverlayActivationMode { get; }
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/// <summary>
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/// The amount of parallax to be applied while this screen is displayed.
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/// </summary>
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float BackgroundParallaxAmount { get; }
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Bindable<WorkingBeatmap> Beatmap { get; }
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Bindable<RulesetInfo> Ruleset { get; }
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2019-11-15 04:47:14 +00:00
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/// <summary>
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/// Whether mod rate adjustments are allowed to be applied.
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/// </summary>
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bool AllowRateAdjustments { get; }
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}
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}
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