2019-01-29 20:48:35 +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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2019-01-23 19:52:00 +08:00
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2024-05-16 12:20:55 +08:00
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using System.Collections.Generic;
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2019-02-21 18:04:31 +08:00
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using osu.Framework.Bindables;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Footer;
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using osu.Game.Users;
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namespace osu.Game.Screens
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{
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public interface IOsuScreen : IScreen
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{
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/// <summary>
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/// Whether the beatmap or ruleset should be allowed to be changed by the user or game.
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/// Used to mark exclusive areas where this is strongly prohibited, like gameplay.
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/// </summary>
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bool DisallowExternalBeatmapRulesetChanges { get; }
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/// <summary>
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/// Whether the user can exit this <see cref="IOsuScreen"/> by pressing the back button.
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/// </summary>
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bool AllowBackButton { get; }
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/// <summary>
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/// Whether a footer (and a back button) should be displayed underneath the screen.
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/// </summary>
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/// <remarks>
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/// Temporarily, the back button is shown regardless of whether <see cref="AllowBackButton"/> is true.
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/// </remarks>
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bool ShowFooter { get; }
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/// <summary>
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/// Whether a top-level component should be allowed to exit the current screen to, for example,
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/// complete an import. Note that this can be overridden by a user if they specifically request.
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/// </summary>
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bool AllowExternalScreenChange { get; }
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/// <summary>
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/// Whether this <see cref="OsuScreen"/> allows the cursor to be displayed.
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/// </summary>
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bool CursorVisible { get; }
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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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bool HideOverlaysOnEnter { get; }
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/// <summary>
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/// Whether the menu cursor should be hidden when non-mouse input is received.
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/// </summary>
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bool HideMenuCursorOnNonMouseInput { get; }
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/// <summary>
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/// Whether overlays should be able to be opened when this screen is current.
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/// </summary>
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IBindable<OverlayActivation> OverlayActivationMode { get; }
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/// <summary>
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/// The current <see cref="UserActivity"/> for this screen.
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/// </summary>
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IBindable<UserActivity> Activity { get; }
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/// <summary>
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/// The amount of parallax to be applied while this screen is displayed.
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/// </summary>
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float BackgroundParallaxAmount { get; }
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Bindable<WorkingBeatmap> Beatmap { get; }
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Bindable<RulesetInfo> Ruleset { get; }
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/// <summary>
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/// A list of footer buttons to be added to the game footer, or empty to display no buttons.
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/// </summary>
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IReadOnlyList<ScreenFooterButton> CreateFooterButtons();
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/// <summary>
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/// Whether mod track adjustments should be applied on entering this screen.
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/// A <see langword="null"/> value means that the parent screen's value of this setting will be used.
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/// </summary>
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bool? ApplyModTrackAdjustments { get; }
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/// <summary>
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/// Whether control of the global track should be allowed via the music controller / now playing overlay.
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/// A <see langword="null"/> value means that the parent screen's value of this setting will be used.
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/// </summary>
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bool? AllowGlobalTrackControl { get; }
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/// <summary>
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/// Invoked when the back button has been pressed to close any overlays before exiting this <see cref="IOsuScreen"/>.
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/// </summary>
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/// <remarks>
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/// If this <see cref="IOsuScreen"/> has not yet finished loading, the exit will occur immediately without this method being invoked.
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/// <para>
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/// Return <c>true</c> to block this <see cref="IOsuScreen"/> from being exited after closing an overlay.
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/// Return <c>false</c> if this <see cref="IOsuScreen"/> should continue exiting.
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/// </para>
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/// </remarks>
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bool OnBackButton();
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}
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}
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