// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Graphics.Containers; using OpenTK; using osu.Framework.Audio.Sample; using osu.Framework.Audio; using osu.Framework.Graphics; using osu.Game.Rulesets; using osu.Game.Screens.Menu; using osu.Framework.Input; using OpenTK.Input; namespace osu.Game.Screens { public abstract class OsuScreen : Screen { public BackgroundScreen Background { get; private set; } /// /// 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. /// protected virtual BackgroundScreen CreateBackground() => null; protected BindableBool ShowOverlays = new BindableBool(); /// /// Whether overlays should be shown when this screen is entered or resumed. /// public virtual bool ShowOverlaysOnEnter => true; protected new OsuGameBase Game => base.Game as OsuGameBase; private OsuLogo logo; /// /// 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. /// public virtual bool AllowBeatmapRulesetChange => true; protected readonly Bindable Beatmap = new Bindable(); public WorkingBeatmap InitialBeatmap { set { if (IsLoaded) throw new InvalidOperationException($"Cannot set {nameof(InitialBeatmap)} post-load."); Beatmap.Value = value; } } protected readonly Bindable Ruleset = new Bindable(); private SampleChannel sampleExit; [BackgroundDependencyLoader(permitNulls: true)] private void load(OsuGameBase game, OsuGame osuGame, AudioManager audio) { if (game != null) { //if we were given a beatmap at ctor time, we want to pass this on to the game-wide beatmap. var localMap = Beatmap.Value; Beatmap.BindTo(game.Beatmap); if (localMap != null) Beatmap.Value = localMap; } if (osuGame != null) { Ruleset.BindTo(osuGame.Ruleset); ShowOverlays.BindTo(osuGame.ShowOverlays); } sampleExit = audio.Sample.Get(@"UI/screen-back"); } protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { if (args.Repeat || !IsCurrentScreen) return false; switch (args.Key) { case Key.Escape: Exit(); return true; } return base.OnKeyDown(state, args); } protected override void OnResuming(Screen last) { base.OnResuming(last); logo.AppendAnimatingAction(() => LogoArriving(logo, true), true); sampleExit?.Play(); ShowOverlays.Value = ShowOverlaysOnEnter; } protected override void OnSuspending(Screen next) { base.OnSuspending(next); onSuspendingLogo(); } protected override void OnEntering(Screen last) { OsuScreen lastOsu = last as OsuScreen; BackgroundScreen bg = CreateBackground(); if (lastOsu?.Background != null) { if (bg == null || lastOsu.Background.Equals(bg)) //we can keep the previous mode's background. Background = lastOsu.Background; else { lastOsu.Background.Push(Background = bg); } } else if (bg != null) { // this makes up for the fact our padding changes when the global toolbar is visible. bg.Scale = new Vector2(1.06f); AddInternal(new ParallaxContainer { Depth = float.MaxValue, Children = new[] { Background = bg } }); } if ((logo = lastOsu?.logo) == null) LoadComponentAsync(logo = new OsuLogo { Alpha = 0 }, AddInternal); logo.AppendAnimatingAction(() => LogoArriving(logo, false), true); base.OnEntering(last); ShowOverlays.Value = ShowOverlaysOnEnter; } protected override bool OnExiting(Screen next) { if (ValidForResume && logo != null) onExitingLogo(); OsuScreen nextOsu = next as OsuScreen; if (Background != null && !Background.Equals(nextOsu?.Background)) { if (nextOsu != null) //We need to use MakeCurrent in case we are jumping up multiple game screens. nextOsu.Background?.MakeCurrent(); else Background.Exit(); } if (base.OnExiting(next)) return true; Beatmap.UnbindAll(); return false; } /// /// Fired when this screen was entered or resumed and the logo state is required to be adjusted. /// protected virtual void LogoArriving(OsuLogo logo, bool resuming) { logo.Action = null; logo.FadeOut(300, Easing.OutQuint); logo.Anchor = Anchor.TopLeft; logo.Origin = Anchor.Centre; logo.RelativePositionAxes = Axes.None; logo.Triangles = true; logo.Ripple = true; } private void onExitingLogo() { logo.AppendAnimatingAction(() => { LogoExiting(logo); }, false); } /// /// Fired when this screen was exited to add any outwards transition to the logo. /// protected virtual void LogoExiting(OsuLogo logo) { } private void onSuspendingLogo() { logo.AppendAnimatingAction(() => { LogoSuspending(logo); }, false); } /// /// Fired when this screen was suspended to add any outwards transition to the logo. /// protected virtual void LogoSuspending(OsuLogo logo) { } } }