// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Screens; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Overlays; using osu.Game.Overlays.Dialog; using osu.Game.Overlays.Notifications; using osu.Game.Screens.Menu; namespace osu.Game { internal class PerformFromMenuRunner : Component { private readonly Action finalAction; private readonly Type[] validScreens; private readonly Func getCurrentScreen; [Resolved] private NotificationOverlay notifications { get; set; } [Resolved] private DialogOverlay dialogOverlay { get; set; } [Resolved] private IBindable beatmap { get; set; } [Resolved(canBeNull: true)] private OsuGame game { get; set; } private readonly ScheduledDelegate task; private PopupDialog lastEncounteredDialog; private IScreen lastEncounteredDialogScreen; /// /// Perform an action only after returning to a specific screen as indicated by . /// Eagerly tries to exit the current screen until it succeeds. /// /// The action to perform once we are in the correct state. /// An optional collection of valid screen types. If any of these screens are already current we can perform the action immediately, else the first valid parent will be made current before performing the action. is used if not specified. /// A function to retrieve the currently displayed game screen. public PerformFromMenuRunner(Action finalAction, IEnumerable validScreens, Func getCurrentScreen) { validScreens ??= Enumerable.Empty(); validScreens = validScreens.Append(typeof(MainMenu)); this.finalAction = finalAction; this.validScreens = validScreens.ToArray(); this.getCurrentScreen = getCurrentScreen; Scheduler.Add(task = new ScheduledDelegate(checkCanComplete, 0, 200)); } /// /// Cancel this runner from running. /// public void Cancel() { task.Cancel(); Expire(); } private void checkCanComplete() { // find closest valid target IScreen current = getCurrentScreen(); if (current == null) return; // a dialog may be blocking the execution for now. if (checkForDialog(current)) return; game?.CloseAllOverlays(false); // we may already be at the target screen type. var type = current.GetType(); if (validScreens.Any(t => t.IsAssignableFrom(type)) && !beatmap.Disabled) { finalAction(current); Cancel(); return; } while (current != null) { if (validScreens.Any(t => t.IsAssignableFrom(type))) { current.MakeCurrent(); break; } current = current.GetParentScreen(); type = current?.GetType(); } } /// /// Check whether there is currently a dialog requiring user interaction. /// /// /// Whether a dialog blocked interaction. private bool checkForDialog(IScreen current) { var currentDialog = dialogOverlay.CurrentDialog; if (lastEncounteredDialog != null) { if (lastEncounteredDialog == currentDialog) // still waiting on user interaction return true; if (lastEncounteredDialogScreen != current) { // a dialog was previously encountered but has since been dismissed. // if the screen changed, the user likely confirmed an exit dialog and we should continue attempting the action. lastEncounteredDialog = null; lastEncounteredDialogScreen = null; return false; } // the last dialog encountered has been dismissed but the screen has not changed, abort. Cancel(); notifications.Post(new SimpleNotification { Text = @"An action was interrupted due to a dialog being displayed." }); return true; } if (currentDialog == null) return false; // a new dialog was encountered. lastEncounteredDialog = currentDialog; lastEncounteredDialogScreen = current; return true; } } }