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osu-lazer/osu.Game/Screens/OsuGameMode.cs

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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.GameModes;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Containers;
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namespace osu.Game.Screens
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{
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public abstract class OsuGameMode : GameMode
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{
internal BackgroundMode Background { get; private set; }
/// <summary>
/// Override to create a BackgroundMode for the current GameMode.
/// Note that the instance created may not be the used instance if it matches the BackgroundMode equality clause.
/// </summary>
protected virtual BackgroundMode CreateBackground() => null;
internal virtual bool ShowOverlays => true;
protected new OsuGameBase Game => base.Game as OsuGameBase;
protected float ToolbarPadding => ShowOverlays ? (Game as OsuGame)?.Toolbar.DrawHeight ?? 0 : 0;
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private bool boundToBeatmap;
private Bindable<WorkingBeatmap> beatmap;
public WorkingBeatmap Beatmap
{
get
{
bindBeatmap();
return beatmap.Value;
}
set
{
bindBeatmap();
beatmap.Value = value;
}
}
private void bindBeatmap()
{
if (beatmap == null)
beatmap = new Bindable<WorkingBeatmap>();
if (!boundToBeatmap)
{
beatmap.ValueChanged += beatmap_ValueChanged;
boundToBeatmap = true;
}
}
protected override void Dispose(bool isDisposing)
{
if (boundToBeatmap)
beatmap.ValueChanged -= beatmap_ValueChanged;
base.Dispose(isDisposing);
}
private void beatmap_ValueChanged(object sender, EventArgs e)
{
OnBeatmapChanged(beatmap.Value);
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(OsuGameBase game)
{
if (beatmap == null)
beatmap = game?.Beatmap;
}
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public override bool Push(GameMode mode)
{
OsuGameMode nextOsu = mode as OsuGameMode;
if (nextOsu != null)
{
nextOsu.beatmap = beatmap;
}
return base.Push(mode);
}
protected virtual void OnBeatmapChanged(WorkingBeatmap beatmap)
{
}
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protected override void OnEntering(GameMode last)
{
OsuGameMode lastOsu = last as OsuGameMode;
BackgroundMode bg = CreateBackground();
if (lastOsu?.Background != null)
{
if (bg == null || lastOsu.Background.Equals(bg))
//we can keep the previous mode's background.
Background = lastOsu.Background;
else
{
lastOsu.Background.Push(Background = bg);
}
}
else if (bg != null)
{
AddInternal(new ParallaxContainer
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{
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Depth = float.MaxValue,
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Children = new[]
{
Background = bg
}
});
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}
base.OnEntering(last);
}
protected override bool OnExiting(GameMode next)
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{
OsuGameMode nextOsu = next as OsuGameMode;
if (Background != null && !Background.Equals(nextOsu?.Background))
{
if (nextOsu != null)
//We need to use MakeCurrent in case we are jumping up multiple game modes.
nextOsu.Background.MakeCurrent();
else
Background.Exit();
}
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return base.OnExiting(next);
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}
}
}