// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Bindables; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Users; namespace osu.Game.Screens { public interface IOsuScreen : IScreen { /// /// Whether the beatmap or ruleset should be allowed to be changed by the user or game. /// Used to mark exclusive areas where this is strongly prohibited, like gameplay. /// bool DisallowExternalBeatmapRulesetChanges { get; } /// /// Whether the user can exit this this by pressing the back button. /// bool AllowBackButton { get; } /// /// Whether a top-level component should be allowed to exit the current screen to, for example, /// complete an import. Note that this can be overridden by a user if they specifically request. /// bool AllowExternalScreenChange { get; } /// /// Whether this allows the cursor to be displayed. /// bool CursorVisible { get; } /// /// Whether all overlays should be hidden when this screen is entered or resumed. /// bool HideOverlaysOnEnter { get; } /// /// Whether overlays should be able to be opened when this screen is current. /// IBindable OverlayActivationMode { get; } /// /// The current for this screen. /// IBindable Activity { get; } /// /// The amount of parallax to be applied while this screen is displayed. /// float BackgroundParallaxAmount { get; } Bindable Beatmap { get; } Bindable Ruleset { get; } /// /// Whether mod rate adjustments are allowed to be applied. /// bool AllowRateAdjustments { get; } /// /// Invoked when the back button has been pressed to close any overlays before exiting this . /// /// /// If this has not yet finished loading, the exit will occur immediately without this method being invoked. /// /// Return true to block this from being exited after closing an overlay. /// Return false if this should continue exiting. /// /// bool OnBackButton(); } }