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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 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.Configuration;
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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;
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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;
public virtual bool AllowBeatmapRulesetChange => true;
protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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public virtual float BackgroundParallaxAmount => 1;
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protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
private SampleChannel sampleExit;
protected BackgroundScreen Background => backgroundStack?.Current;
private BackgroundScreen localBackground;
[Resolved]
private BackgroundScreenStack backgroundStack { get; set; }
[Resolved]
private OsuLogo logo { get; set; }
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protected OsuScreen()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader(true)]
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private void load(BindableBeatmap beatmap, OsuGame osu, AudioManager audio, Bindable<RulesetInfo> ruleset)
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{
Beatmap.BindTo(beatmap);
Ruleset.BindTo(ruleset);
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sampleExit = audio.Sample.Get(@"UI/screen-back");
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}
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public MarginPadding Padding
{
get => base.Padding;
set => base.Padding = value;
}
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);
base.OnResuming(last);
}
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public override void OnSuspending(IScreen next)
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{
base.OnSuspending(next);
onSuspendingLogo();
}
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public override void OnEntering(IScreen last)
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{
applyArrivingDefaults(false);
backgroundStack.Push(localBackground = CreateBackground());
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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 (base.OnExiting(next))
return true;
backgroundStack.Exit(localBackground);
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Beatmap.UnbindAll();
return false;
}
/// <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)
{
logo.AppendAnimatingAction(() =>
{
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if (this.IsCurrentScreen()) LogoArriving(logo, isResuming);
}, true);
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backgroundStack.ParallaxAmount = BackgroundParallaxAmount;
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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.None;
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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}
}