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osu-lazer/osu.Game/Graphics/Containers/OsuFocusedOverlayContainer.cs

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// 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.
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using osu.Framework.Allocation;
using osu.Framework.Audio;
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;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
using osu.Game.Audio;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
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namespace osu.Game.Graphics.Containers
{
public class OsuFocusedOverlayContainer : FocusedOverlayContainer, IPreviewTrackOwner, IKeyBindingHandler<GlobalAction>
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{
private SampleChannel samplePopIn;
private SampleChannel samplePopOut;
protected virtual bool PlaySamplesOnStateChange => true;
protected override bool BlockNonPositionalInput => true;
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/// <summary>
/// Temporary to allow for overlays in the main screen content to not dim theirselves.
/// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?).
/// </summary>
protected virtual bool DimMainContent => true;
[Resolved(CanBeNull = true)]
private OsuGame osuGame { get; set; }
[Resolved]
private PreviewTrackManager previewTrackManager { get; set; }
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protected readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All);
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs<IPreviewTrackOwner>(this);
return dependencies;
}
[BackgroundDependencyLoader(true)]
private void load(AudioManager audio)
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{
if (osuGame != null)
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OverlayActivationMode.BindTo(osuGame.OverlayActivationMode);
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samplePopIn = audio.Sample.Get(@"UI/overlay-pop-in");
samplePopOut = audio.Sample.Get(@"UI/overlay-pop-out");
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StateChanged += onStateChanged;
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}
/// <summary>
/// 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>
public virtual bool BlockScreenWideMouse => BlockPositionalInput;
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// receive input outside our bounds so we can trigger a close event on ourselves.
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => BlockScreenWideMouse || base.ReceivePositionalInputAt(screenSpacePos);
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protected override bool OnClick(ClickEvent e)
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{
if (!base.ReceivePositionalInputAt(e.ScreenSpaceMousePosition))
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{
State = Visibility.Hidden;
return true;
}
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return base.OnClick(e);
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}
public virtual bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.Back:
State = Visibility.Hidden;
return true;
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case GlobalAction.Select:
return true;
}
return false;
}
public bool OnReleased(GlobalAction action) => false;
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private void onStateChanged(Visibility visibility)
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{
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switch (visibility)
{
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case Visibility.Visible:
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if (OverlayActivationMode.Value != OverlayActivation.Disabled)
{
if (PlaySamplesOnStateChange) samplePopIn?.Play();
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if (BlockScreenWideMouse && DimMainContent) osuGame?.AddBlockingOverlay(this);
}
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else
State = Visibility.Hidden;
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break;
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case Visibility.Hidden:
if (PlaySamplesOnStateChange) samplePopOut?.Play();
if (BlockScreenWideMouse) osuGame?.RemoveBlockingOverlay(this);
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break;
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}
}
protected override void PopOut()
{
base.PopOut();
previewTrackManager.StopAnyPlaying(this);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
osuGame?.RemoveBlockingOverlay(this);
}
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}
}