osu/osu.Game/Screens/OsuScreenStack.cs

70 lines
2.2 KiB
C#

// 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 partial class OsuScreenStack : ScreenStack
{
[Cached]
private BackgroundScreenStack backgroundScreenStack;
private readonly ParallaxContainer parallaxContainer;
protected float ParallaxAmount => parallaxContainer.ParallaxAmount;
public new MarginPadding Padding
{
get => base.Padding;
set => base.Padding = value;
}
public OsuScreenStack()
{
InternalChild = parallaxContainer = new ParallaxContainer
{
RelativeSizeAxes = Axes.Both,
Child = backgroundScreenStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both },
};
ScreenPushed += screenPushed;
ScreenExited += ScreenChanged;
}
public void PushSynchronously(OsuScreen screen)
{
LoadComponent(screen);
Push(screen);
}
private void screenPushed(IScreen prev, IScreen next)
{
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 * ((next as IOsuScreen)?.BackgroundParallaxAmount ?? 1.0f);
}
}