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osu-lazer/osu.Game/Screens/OsuScreen.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 System.Collections.Generic;
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using Microsoft.EntityFrameworkCore.Internal;
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using osu.Framework.Allocation;
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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;
using osu.Framework.Input.Bindings;
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using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Input.Bindings;
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using osu.Game.Rulesets;
using osu.Game.Screens.Menu;
using osu.Game.Overlays;
using osu.Game.Users;
using osu.Game.Online.API;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Screens
{
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public abstract class OsuScreen : Screen, IOsuScreen, IKeyBindingHandler<GlobalAction>, IHasDescription
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{
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/// <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 byt he options/notification overlays without causing black areas to appear.
/// </summary>
public const float HORIZONTAL_OVERFLOW_PADDING = 50;
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/// <summary>
/// A user-facing title for this screen.
/// </summary>
public virtual string Title => GetType().ShortDisplayName();
public string Description => Title;
protected virtual bool AllowBackButton => true;
public virtual bool AllowExternalScreenChange => false;
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/// <summary>
/// Whether all overlays should be hidden when this screen is entered or resumed.
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/// </summary>
public virtual bool HideOverlaysOnEnter => false;
/// <summary>
/// Whether overlays should be able to be opened once this screen is entered or resumed.
/// </summary>
public virtual OverlayActivation InitialOverlayActivationMode => OverlayActivation.All;
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public virtual bool CursorVisible => true;
protected new OsuGameBase Game => base.Game as OsuGameBase;
/// <summary>
/// The <see cref="UserStatus"/> to set the user's status automatically to when this screen is entered / resumed.
/// Note that the user status won't be automatically set if :
/// <para>- <see cref="ScreenStatus"/> is overriden and returns null</para>
/// <para>- The current <see cref="UserStatus"/> is <see cref="UserStatusDoNotDisturb"/> or <see cref="UserStatusOffline"/></para>
/// </summary>
protected virtual UserStatus ScreenStatus => new UserStatusOnline();
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/// <summary>
/// Whether to disallow changes to game-wise Beatmap/Ruleset bindables for this screen (and all children).
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/// </summary>
public virtual bool DisallowExternalBeatmapRulesetChanges => false;
private SampleChannel sampleExit;
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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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var screenDependencies = new OsuScreenDependencies(DisallowExternalBeatmapRulesetChanges, parent);
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Beatmap = screenDependencies.Beatmap;
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;
private BackgroundScreen localBackground;
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[Resolved(canBeNull: true)]
private BackgroundScreenStack backgroundStack { get; set; }
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[Resolved(canBeNull: true)]
private OsuLogo logo { get; set; }
private IAPIProvider api;
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protected OsuScreen()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader(true)]
private void load(OsuGame osu, AudioManager audio, IAPIProvider provider)
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{
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sampleExit = audio.Sample.Get(@"UI/screen-back");
api = provider;
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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();
return true;
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}
return false;
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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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{
sampleExit?.Play();
applyArrivingDefaults(true);
if (api != null)
api.LocalUser.Value.Status.ValueChanged += userStatusChanged;
setUserStatus(ScreenStatus);
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base.OnResuming(last);
}
private void userStatusChanged(ValueChangedEvent<UserStatus> obj)
{
if (obj.NewValue?.GetType() == ScreenStatus?.GetType()) return; //don't update the user's status if the current status is of the same type as the given one
setUserStatus(ScreenStatus);
}
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public override void OnSuspending(IScreen next)
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{
base.OnSuspending(next);
if (api != null)
api.LocalUser.Value.Status.ValueChanged -= userStatusChanged;
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onSuspendingLogo();
}
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public override void OnEntering(IScreen last)
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{
applyArrivingDefaults(false);
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backgroundStack?.Push(localBackground = CreateBackground());
if (api != null)
api.LocalUser.Value.Status.ValueChanged += userStatusChanged;
setUserStatus(ScreenStatus);
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base.OnEntering(last);
}
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public override bool OnExiting(IScreen next)
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{
if (ValidForResume && logo != null)
onExitingLogo();
if (api != null)
api.LocalUser.Value.Status.ValueChanged -= userStatusChanged;
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if (base.OnExiting(next))
return true;
if (localBackground != null && backgroundStack?.CurrentScreen == localBackground)
backgroundStack?.Exit();
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return false;
}
private void setUserStatus(UserStatus status)
{
if (api == null) return;
if (status == null) return;
if (!(api.LocalUser.Value.Status.Value is UserStatusOnline)) return; //don't update the user's status if the current status doesn't allow to be modified by screens (eg: DND / Offline)
api.LocalUser.Value.Status.Value = status;
}
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/// <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)
{
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ApplyLogoArrivingDefaults(logo);
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}
private void applyArrivingDefaults(bool isResuming)
{
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logo?.AppendAnimatingAction(() =>
{
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if (this.IsCurrentScreen()) LogoArriving(logo, isResuming);
}, true);
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}
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/// <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;
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logo.BeatMatching = true;
logo.Triangles = true;
logo.Ripple = true;
}
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private void onExitingLogo()
{
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logo?.AppendAnimatingAction(() => LogoExiting(logo), false);
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}
/// <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()
{
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logo?.AppendAnimatingAction(() => LogoSuspending(logo), false);
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}
/// <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;
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}
}