// 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. using System.Collections.Generic; using Microsoft.EntityFrameworkCore.Internal; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Input.Bindings; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Input.Bindings; using osu.Game.Rulesets; using osu.Game.Screens.Menu; using osu.Game.Overlays; using osu.Game.Users; using osu.Game.Online.API; using osu.Game.Rulesets.Mods; namespace osu.Game.Screens { public abstract class OsuScreen : Screen, IOsuScreen, IKeyBindingHandler<GlobalAction>, IHasDescription { /// <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; /// <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; /// <summary> /// Whether all overlays should be hidden when this screen is entered or resumed. /// </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; public virtual bool CursorVisible => true; protected new OsuGameBase Game => base.Game as OsuGameBase; /// <summary> /// The <see cref="UserActivity"/> to set the user's activity automatically to when this screen is entered /// <para>This <see cref="ScreenActivity"/> will be automatically set to <see cref="InitialScreenActivity"/> for this screen on entering unless /// <see cref="ScreenActivity"/> is manually set before.</para> /// </summary> protected virtual UserActivity InitialScreenActivity => null; private UserActivity screenActivity; /// <summary> /// The <see cref="UserActivity"/> for this screen. /// </summary> protected UserActivity ScreenActivity { get => screenActivity; set { if (value == screenActivity) return; screenActivity = value; setUserActivity(screenActivity); } } /// <summary> /// Whether to disallow changes to game-wise Beatmap/Ruleset bindables for this screen (and all children). /// </summary> public virtual bool DisallowExternalBeatmapRulesetChanges => false; private SampleChannel sampleExit; protected virtual bool PlayResumeSound => true; public virtual float BackgroundParallaxAmount => 1; public Bindable<WorkingBeatmap> Beatmap { get; private set; } public Bindable<RulesetInfo> Ruleset { get; private set; } public Bindable<IReadOnlyList<Mod>> Mods { get; private set; } protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { var screenDependencies = new OsuScreenDependencies(DisallowExternalBeatmapRulesetChanges, parent); Beatmap = screenDependencies.Beatmap; Ruleset = screenDependencies.Ruleset; Mods = screenDependencies.Mods; return base.CreateChildDependencies(screenDependencies); } protected BackgroundScreen Background => backgroundStack?.CurrentScreen as BackgroundScreen; private BackgroundScreen localBackground; [Resolved(canBeNull: true)] private BackgroundScreenStack backgroundStack { get; set; } [Resolved(canBeNull: true)] private OsuLogo logo { get; set; } [Resolved(canBeNull: true)] private IAPIProvider api { get; set; } protected OsuScreen() { Anchor = Anchor.Centre; Origin = Anchor.Centre; screenActivity = null; } [BackgroundDependencyLoader(true)] private void load(OsuGame osu, AudioManager audio) { sampleExit = audio.Samples.Get(@"UI/screen-back"); } public virtual bool OnPressed(GlobalAction action) { if (!this.IsCurrentScreen()) return false; if (action == GlobalAction.Back && AllowBackButton) { this.Exit(); return true; } return false; } public bool OnReleased(GlobalAction action) => action == GlobalAction.Back && AllowBackButton; public override void OnResuming(IScreen last) { if (PlayResumeSound) sampleExit?.Play(); applyArrivingDefaults(true); setUserActivity(screenActivity); base.OnResuming(last); } public override void OnSuspending(IScreen next) { base.OnSuspending(next); onSuspendingLogo(); } public override void OnEntering(IScreen last) { applyArrivingDefaults(false); backgroundStack?.Push(localBackground = CreateBackground()); if (screenActivity == null) ScreenActivity = InitialScreenActivity; base.OnEntering(last); } public override bool OnExiting(IScreen next) { if (ValidForResume && logo != null) onExitingLogo(); if (base.OnExiting(next)) return true; if (localBackground != null && backgroundStack?.CurrentScreen == localBackground) backgroundStack?.Exit(); return false; } private void setUserActivity(UserActivity activity) { if (api == null) return; api.LocalUser.Value.Activity.Value = activity; } /// <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) { ApplyLogoArrivingDefaults(logo); } private void applyArrivingDefaults(bool isResuming) { logo?.AppendAnimatingAction(() => { if (this.IsCurrentScreen()) LogoArriving(logo, isResuming); }, true); } /// <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; logo.BeatMatching = true; logo.Triangles = true; logo.Ripple = true; } private void onExitingLogo() { logo?.AppendAnimatingAction(() => LogoExiting(logo), false); } /// <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() { logo?.AppendAnimatingAction(() => LogoSuspending(logo), false); } /// <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; } }