// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Screens.Menu; using osu.Game.Users; namespace osu.Game.Screens { public abstract class OsuScreen : Screen, IOsuScreen, IHasDescription { /// /// The amount of negative padding that should be applied to game background content which touches both the left and right sides of the screen. /// This allows for the game content to be pushed by the options/notification overlays without causing black areas to appear. /// public const float HORIZONTAL_OVERFLOW_PADDING = 50; /// /// A user-facing title for this screen. /// public virtual string Title => GetType().Name; public string Description => Title; public virtual bool AllowBackButton => true; public virtual bool AllowExternalScreenChange => false; /// /// Whether all overlays should be hidden when this screen is entered or resumed. /// public virtual bool HideOverlaysOnEnter => false; /// /// The initial overlay activation mode to use when this screen is entered for the first time. /// protected virtual OverlayActivation InitialOverlayActivationMode => OverlayActivation.All; protected readonly Bindable OverlayActivationMode; IBindable IOsuScreen.OverlayActivationMode => OverlayActivationMode; public virtual bool CursorVisible => true; protected new OsuGameBase Game => base.Game as OsuGameBase; /// /// The to set the user's activity automatically to when this screen is entered. /// This will be automatically set to for this screen on entering for the first time /// unless is manually set before. /// protected virtual UserActivity InitialActivity => null; /// /// The current for this screen. /// protected readonly Bindable Activity = new Bindable(); IBindable IOsuScreen.Activity => Activity; /// /// Whether to disallow changes to game-wise Beatmap/Ruleset bindables for this screen (and all children). /// public virtual bool DisallowExternalBeatmapRulesetChanges => false; private Sample sampleExit; protected virtual bool PlayResumeSound => true; public virtual float BackgroundParallaxAmount => 1; [Resolved] private MusicController musicController { get; set; } public virtual bool? AllowTrackAdjustments => null; public Bindable Beatmap { get; private set; } public Bindable Ruleset { get; private set; } public Bindable> Mods { get; private set; } private OsuScreenDependencies screenDependencies; private bool? trackAdjustmentStateAtSuspend; internal void CreateLeasedDependencies(IReadOnlyDependencyContainer dependencies) => createDependencies(dependencies); protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { if (screenDependencies == null) { if (DisallowExternalBeatmapRulesetChanges) throw new InvalidOperationException($"Screens that specify {nameof(DisallowExternalBeatmapRulesetChanges)} must be pushed immediately."); createDependencies(parent); } return base.CreateChildDependencies(screenDependencies); } private void createDependencies(IReadOnlyDependencyContainer dependencies) { screenDependencies = new OsuScreenDependencies(DisallowExternalBeatmapRulesetChanges, dependencies); Beatmap = screenDependencies.Beatmap; Ruleset = screenDependencies.Ruleset; Mods = screenDependencies.Mods; } /// /// The background created and owned by this screen. May be null if the background didn't change. /// [CanBeNull] private BackgroundScreen ownedBackground; [CanBeNull] private BackgroundScreen background; [Resolved(canBeNull: true)] [CanBeNull] private BackgroundScreenStack backgroundStack { get; set; } [Resolved(canBeNull: true)] private OsuLogo logo { get; set; } protected OsuScreen() { Anchor = Anchor.Centre; Origin = Anchor.Centre; OverlayActivationMode = new Bindable(InitialOverlayActivationMode); } [BackgroundDependencyLoader(true)] private void load(OsuGame osu, AudioManager audio) { sampleExit = audio.Samples.Get(@"UI/screen-back"); } protected override void LoadComplete() { base.LoadComplete(); Activity.Value ??= InitialActivity; } /// /// Apply arbitrary changes to the current background screen in a thread safe manner. /// /// The operation to perform. public void ApplyToBackground(Action action) { if (backgroundStack == null) throw new InvalidOperationException("Attempted to apply to background without a background stack being available."); if (background == null) throw new InvalidOperationException("Attempted to apply to background before screen is pushed."); background.ApplyToBackground(action); } public override void OnResuming(IScreen last) { if (PlayResumeSound) sampleExit?.Play(); applyArrivingDefaults(true); Debug.Assert(trackAdjustmentStateAtSuspend != null); musicController.AllowTrackAdjustments = trackAdjustmentStateAtSuspend.Value; base.OnResuming(last); } public override void OnSuspending(IScreen next) { base.OnSuspending(next); trackAdjustmentStateAtSuspend = musicController.AllowTrackAdjustments; onSuspendingLogo(); } public override void OnEntering(IScreen last) { applyArrivingDefaults(false); if (AllowTrackAdjustments != null) musicController.AllowTrackAdjustments = AllowTrackAdjustments.Value; if (backgroundStack?.Push(ownedBackground = CreateBackground()) != true) { // If the constructed instance was not actually pushed to the background stack, we don't want to track it unnecessarily. ownedBackground?.Dispose(); ownedBackground = null; } background = backgroundStack?.CurrentScreen as BackgroundScreen; base.OnEntering(last); } public override bool OnExiting(IScreen next) { if (ValidForResume && logo != null) onExitingLogo(); if (base.OnExiting(next)) return true; if (ownedBackground != null && backgroundStack?.CurrentScreen == ownedBackground) backgroundStack?.Exit(); return false; } /// /// Fired when this screen was entered or resumed and the logo state is required to be adjusted. /// protected virtual void LogoArriving(OsuLogo logo, bool resuming) { ApplyLogoArrivingDefaults(logo); } private void applyArrivingDefaults(bool isResuming) { logo?.AppendAnimatingAction(() => { if (this.IsCurrentScreen()) LogoArriving(logo, isResuming); }, true); } /// /// Applies default animations to an arriving logo. /// Todo: This should not exist. /// /// The logo to apply animations to. public static void ApplyLogoArrivingDefaults(OsuLogo logo) { logo.Action = null; logo.FadeOut(300, Easing.OutQuint); logo.Anchor = Anchor.TopLeft; logo.Origin = Anchor.Centre; logo.RelativePositionAxes = Axes.Both; logo.Triangles = true; logo.Ripple = true; } private void onExitingLogo() { logo?.AppendAnimatingAction(() => LogoExiting(logo), false); } /// /// Fired when this screen was exited to add any outwards transition to the logo. /// protected virtual void LogoExiting(OsuLogo logo) { } private void onSuspendingLogo() { logo?.AppendAnimatingAction(() => LogoSuspending(logo), false); } /// /// Fired when this screen was suspended to add any outwards transition to the logo. /// protected virtual void LogoSuspending(OsuLogo logo) { } /// /// Override to create a BackgroundMode for the current screen. /// Note that the instance created may not be the used instance if it matches the BackgroundMode equality clause. /// protected virtual BackgroundScreen CreateBackground() => null; public virtual bool OnBackButton() => false; } }