mirror of https://github.com/ppy/osu
157 lines
5.1 KiB
C#
157 lines
5.1 KiB
C#
// 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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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osuTK;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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namespace osu.Game.Graphics.Containers
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{
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[Cached(typeof(IPreviewTrackOwner))]
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public abstract class OsuFocusedOverlayContainer : FocusedOverlayContainer, IPreviewTrackOwner, IKeyBindingHandler<GlobalAction>
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{
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private Sample samplePopIn;
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private Sample samplePopOut;
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protected virtual string PopInSampleName => "UI/overlay-pop-in";
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protected virtual string PopOutSampleName => "UI/overlay-pop-out";
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protected override bool BlockScrollInput => false;
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protected override bool BlockNonPositionalInput => true;
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/// <summary>
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/// Temporary to allow for overlays in the main screen content to not dim themselves.
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/// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?).
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/// </summary>
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protected virtual bool DimMainContent => true;
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[Resolved(CanBeNull = true)]
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private OsuGame game { get; set; }
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[Resolved]
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private PreviewTrackManager previewTrackManager { get; set; }
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protected readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All);
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[BackgroundDependencyLoader(true)]
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private void load(AudioManager audio)
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{
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samplePopIn = audio.Samples.Get(PopInSampleName);
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samplePopOut = audio.Samples.Get(PopOutSampleName);
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}
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protected override void LoadComplete()
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{
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if (game != null)
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OverlayActivationMode.BindTo(game.OverlayActivationMode);
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OverlayActivationMode.BindValueChanged(mode =>
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{
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if (mode.NewValue == OverlayActivation.Disabled)
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State.Value = Visibility.Hidden;
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}, true);
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base.LoadComplete();
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}
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/// <summary>
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/// Whether mouse input should be blocked screen-wide while this overlay is visible.
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/// Performing mouse actions outside of the valid extents will hide the overlay.
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/// </summary>
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public virtual bool BlockScreenWideMouse => BlockPositionalInput;
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// receive input outside our bounds so we can trigger a close event on ourselves.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => BlockScreenWideMouse || base.ReceivePositionalInputAt(screenSpacePos);
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private bool closeOnMouseUp;
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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closeOnMouseUp = !base.ReceivePositionalInputAt(e.ScreenSpaceMousePosition);
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return base.OnMouseDown(e);
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (closeOnMouseUp && !base.ReceivePositionalInputAt(e.ScreenSpaceMousePosition))
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Hide();
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base.OnMouseUp(e);
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}
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public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Back:
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Hide();
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return true;
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case GlobalAction.Select:
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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protected override void UpdateState(ValueChangedEvent<Visibility> state)
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{
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bool didChange = state.NewValue != state.OldValue;
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switch (state.NewValue)
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{
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case Visibility.Visible:
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if (OverlayActivationMode.Value == OverlayActivation.Disabled)
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{
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// todo: visual/audible feedback that this operation could not complete.
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State.Value = Visibility.Hidden;
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return;
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}
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if (didChange)
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samplePopIn?.Play();
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if (BlockScreenWideMouse && DimMainContent) game?.AddBlockingOverlay(this);
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break;
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case Visibility.Hidden:
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if (didChange)
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samplePopOut?.Play();
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if (BlockScreenWideMouse) game?.RemoveBlockingOverlay(this);
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break;
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}
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base.UpdateState(state);
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}
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protected override void PopOut()
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{
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base.PopOut();
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previewTrackManager.StopAnyPlaying(this);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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game?.RemoveBlockingOverlay(this);
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}
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}
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}
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