2019-01-24 16:43:03 +08:00
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// 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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2018-04-13 17:19:50 +08:00
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2019-04-08 17:32:05 +08:00
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using System.Collections.Generic;
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2018-05-28 12:02:06 +08:00
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using Microsoft.EntityFrameworkCore.Internal;
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2018-04-13 17:19:50 +08:00
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using osu.Framework.Allocation;
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2018-04-30 01:15:09 +08:00
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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;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Menu;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Screens
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{
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public abstract class OsuScreen : Screen, IOsuScreen, IKeyBindingHandler<GlobalAction>, IHasDescription
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{
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/// <summary>
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/// The amount of negative padding that should be applied to game background content which touches both the left and right sides of the screen.
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/// This allows for the game content to be pushed byt he options/notification overlays without causing black areas to appear.
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/// </summary>
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public const float HORIZONTAL_OVERFLOW_PADDING = 50;
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/// <summary>
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/// A user-facing title for this screen.
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/// </summary>
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public virtual string Title => GetType().ShortDisplayName();
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public string Description => Title;
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protected virtual bool AllowBackButton => true;
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public virtual bool AllowExternalScreenChange => false;
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/// <summary>
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/// Whether all overlays should be hidden when this screen is entered or resumed.
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/// </summary>
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public virtual bool HideOverlaysOnEnter => false;
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/// <summary>
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/// Whether overlays should be able to be opened once this screen is entered or resumed.
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/// </summary>
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public virtual OverlayActivation InitialOverlayActivationMode => OverlayActivation.All;
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public virtual bool CursorVisible => true;
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protected new OsuGameBase Game => base.Game as OsuGameBase;
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/// <summary>
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/// Whether to disallow changes to game-wise Beatmap/Ruleset bindables for this screen (and all children).
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/// </summary>
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public virtual bool DisallowExternalBeatmapRulesetChanges => false;
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private SampleChannel sampleExit;
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protected virtual bool PlayResumeSound => true;
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public virtual float BackgroundParallaxAmount => 1;
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public Bindable<WorkingBeatmap> Beatmap { get; private set; }
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public Bindable<RulesetInfo> Ruleset { get; private set; }
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public Bindable<IReadOnlyList<Mod>> Mods { get; private set; }
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var screenDependencies = new OsuScreenDependencies(DisallowExternalBeatmapRulesetChanges, parent);
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Beatmap = screenDependencies.Beatmap;
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Ruleset = screenDependencies.Ruleset;
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Mods = screenDependencies.Mods;
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return base.CreateChildDependencies(screenDependencies);
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}
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protected BackgroundScreen Background => backgroundStack?.CurrentScreen as BackgroundScreen;
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private BackgroundScreen localBackground;
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[Resolved(canBeNull: true)]
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private BackgroundScreenStack backgroundStack { get; set; }
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[Resolved(canBeNull: true)]
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private OsuLogo logo { get; set; }
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protected OsuScreen()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuGame osu, AudioManager audio)
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{
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sampleExit = audio.Sample.Get(@"UI/screen-back");
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}
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public virtual bool OnPressed(GlobalAction action)
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{
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if (!this.IsCurrentScreen()) return false;
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if (action == GlobalAction.Back && AllowBackButton)
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{
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this.Exit();
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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 bool OnReleased(GlobalAction action) => action == GlobalAction.Back && AllowBackButton;
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public override void OnResuming(IScreen last)
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{
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if (PlayResumeSound)
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sampleExit?.Play();
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applyArrivingDefaults(true);
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base.OnResuming(last);
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}
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public override void OnSuspending(IScreen next)
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{
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base.OnSuspending(next);
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onSuspendingLogo();
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}
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public override void OnEntering(IScreen last)
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{
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applyArrivingDefaults(false);
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backgroundStack?.Push(localBackground = CreateBackground());
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base.OnEntering(last);
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}
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public override bool OnExiting(IScreen next)
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{
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if (ValidForResume && logo != null)
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onExitingLogo();
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if (base.OnExiting(next))
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return true;
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if (localBackground != null && backgroundStack?.CurrentScreen == localBackground)
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backgroundStack?.Exit();
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return false;
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}
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/// <summary>
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/// Fired when this screen was entered or resumed and the logo state is required to be adjusted.
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/// </summary>
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protected virtual void LogoArriving(OsuLogo logo, bool resuming)
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{
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ApplyLogoArrivingDefaults(logo);
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}
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private void applyArrivingDefaults(bool isResuming)
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{
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logo?.AppendAnimatingAction(() =>
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{
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if (this.IsCurrentScreen()) LogoArriving(logo, isResuming);
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}, true);
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}
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/// <summary>
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/// Applies default animations to an arriving logo.
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/// Todo: This should not exist.
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/// </summary>
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/// <param name="logo">The logo to apply animations to.</param>
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public static void ApplyLogoArrivingDefaults(OsuLogo logo)
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{
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logo.Action = null;
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logo.FadeOut(300, Easing.OutQuint);
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logo.Anchor = Anchor.TopLeft;
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logo.Origin = Anchor.Centre;
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logo.RelativePositionAxes = Axes.Both;
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logo.BeatMatching = true;
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logo.Triangles = true;
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logo.Ripple = true;
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}
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private void onExitingLogo()
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{
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logo?.AppendAnimatingAction(() => LogoExiting(logo), false);
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}
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/// <summary>
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/// Fired when this screen was exited to add any outwards transition to the logo.
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/// </summary>
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protected virtual void LogoExiting(OsuLogo logo)
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{
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}
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private void onSuspendingLogo()
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{
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logo?.AppendAnimatingAction(() => LogoSuspending(logo), false);
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}
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/// <summary>
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/// Fired when this screen was suspended to add any outwards transition to the logo.
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/// </summary>
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protected virtual void LogoSuspending(OsuLogo logo)
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{
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}
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/// <summary>
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/// Override to create a BackgroundMode for the current screen.
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/// Note that the instance created may not be the used instance if it matches the BackgroundMode equality clause.
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/// </summary>
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protected virtual BackgroundScreen CreateBackground() => null;
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}
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}
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