osu/osu.Game/Screens/OsuScreen.cs

271 lines
8.8 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 System;
using System.Collections.Generic;
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.Rulesets;
using osu.Game.Screens.Menu;
using osu.Game.Overlays;
using osu.Game.Users;
using osu.Game.Online.API;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Screens
{
public abstract class OsuScreen : Screen, IOsuScreen, IHasDescription
{
/// <summary>
/// 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.
/// </summary>
public const float HORIZONTAL_OVERFLOW_PADDING = 50;
/// <summary>
/// A user-facing title for this screen.
/// </summary>
public virtual string Title => GetType().Name;
public string Description => Title;
public virtual bool AllowBackButton => true;
public virtual bool AllowExternalScreenChange => false;
/// <summary>
/// Whether all overlays should be hidden when this screen is entered or resumed.
/// </summary>
public virtual bool HideOverlaysOnEnter => false;
/// <summary>
/// The initial overlay activation mode to use when this screen is entered for the first time.
/// </summary>
protected virtual OverlayActivation InitialOverlayActivationMode => OverlayActivation.All;
protected readonly Bindable<OverlayActivation> OverlayActivationMode;
IBindable<OverlayActivation> IOsuScreen.OverlayActivationMode => OverlayActivationMode;
public virtual bool CursorVisible => true;
protected new OsuGameBase Game => base.Game as OsuGameBase;
/// <summary>
/// The <see cref="UserActivity"/> to set the user's activity automatically to when this screen is entered
/// <para>This <see cref="Activity"/> will be automatically set to <see cref="InitialActivity"/> for this screen on entering unless
/// <see cref="Activity"/> is manually set before.</para>
/// </summary>
protected virtual UserActivity InitialActivity => null;
private UserActivity activity;
/// <summary>
/// The current <see cref="UserActivity"/> for this screen.
/// </summary>
protected UserActivity Activity
{
get => activity;
set
{
if (value == activity) return;
activity = value;
updateActivity();
}
}
/// <summary>
/// Whether to disallow changes to game-wise Beatmap/Ruleset bindables for this screen (and all children).
/// </summary>
public virtual bool DisallowExternalBeatmapRulesetChanges => false;
private SampleChannel sampleExit;
protected virtual bool PlayResumeSound => true;
public virtual float BackgroundParallaxAmount => 1;
public virtual bool AllowRateAdjustments => true;
public Bindable<WorkingBeatmap> Beatmap { get; private set; }
public Bindable<RulesetInfo> Ruleset { get; private set; }
public Bindable<IReadOnlyList<Mod>> Mods { get; private set; }
private OsuScreenDependencies screenDependencies;
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;
}
protected BackgroundScreen Background => backgroundStack?.CurrentScreen as BackgroundScreen;
private BackgroundScreen localBackground;
[Resolved(canBeNull: true)]
private BackgroundScreenStack backgroundStack { get; set; }
[Resolved(canBeNull: true)]
private OsuLogo logo { get; set; }
[Resolved(canBeNull: true)]
private IAPIProvider api { get; set; }
protected OsuScreen()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
OverlayActivationMode = new Bindable<OverlayActivation>(InitialOverlayActivationMode);
}
[BackgroundDependencyLoader(true)]
private void load(OsuGame osu, AudioManager audio)
{
sampleExit = audio.Samples.Get(@"UI/screen-back");
}
public override void OnResuming(IScreen last)
{
if (PlayResumeSound)
sampleExit?.Play();
applyArrivingDefaults(true);
updateActivity();
base.OnResuming(last);
}
public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
onSuspendingLogo();
}
public override void OnEntering(IScreen last)
{
applyArrivingDefaults(false);
backgroundStack?.Push(localBackground = CreateBackground());
if (activity == null)
Activity = InitialActivity;
base.OnEntering(last);
}
public override bool OnExiting(IScreen next)
{
if (ValidForResume && logo != null)
onExitingLogo();
if (base.OnExiting(next))
return true;
if (localBackground != null && backgroundStack?.CurrentScreen == localBackground)
backgroundStack?.Exit();
return false;
}
private void updateActivity()
{
if (api != null)
api.Activity.Value = activity;
}
/// <summary>
/// Fired when this screen was entered or resumed and the logo state is required to be adjusted.
/// </summary>
protected virtual void LogoArriving(OsuLogo logo, bool resuming)
{
ApplyLogoArrivingDefaults(logo);
}
private void applyArrivingDefaults(bool isResuming)
{
logo?.AppendAnimatingAction(() =>
{
if (this.IsCurrentScreen()) LogoArriving(logo, isResuming);
}, true);
}
/// <summary>
/// Applies default animations to an arriving logo.
/// Todo: This should not exist.
/// </summary>
/// <param name="logo">The logo to apply animations to.</param>
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.BeatMatching = true;
logo.Triangles = true;
logo.Ripple = true;
}
private void onExitingLogo()
{
logo?.AppendAnimatingAction(() => LogoExiting(logo), false);
}
/// <summary>
/// Fired when this screen was exited to add any outwards transition to the logo.
/// </summary>
protected virtual void LogoExiting(OsuLogo logo)
{
}
private void onSuspendingLogo()
{
logo?.AppendAnimatingAction(() => LogoSuspending(logo), false);
}
/// <summary>
/// Fired when this screen was suspended to add any outwards transition to the logo.
/// </summary>
protected virtual void LogoSuspending(OsuLogo logo)
{
}
/// <summary>
/// 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.
/// </summary>
protected virtual BackgroundScreen CreateBackground() => null;
public virtual bool OnBackButton() => false;
}
}