// 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.Graphics.Containers; using osu.Framework.Graphics; using osu.Game.Graphics.Containers; namespace osu.Game.Overlays { public abstract partial class WaveOverlayContainer : OsuFocusedOverlayContainer { protected readonly WaveContainer Waves; protected override bool BlockNonPositionalInput => true; protected override Container Content => Waves; public const float WIDTH_PADDING = 80; protected override bool StartHidden => true; // `WaveContainer` plays PopIn/PopOut samples, so we disable the overlay-level one as to not double-up sample playback. protected override string PopInSampleName => string.Empty; protected override string PopOutSampleName => string.Empty; public const float HORIZONTAL_PADDING = 50; protected WaveOverlayContainer() { AddInternal(Waves = new WaveContainer { RelativeSizeAxes = Axes.Both, }); } protected override void PopIn() { Waves.Show(); this.FadeIn(100, Easing.OutQuint); } protected override void PopOut() { Waves.Hide(); this.FadeOut(WaveContainer.DISAPPEAR_DURATION, Easing.InQuint) // base call is responsible for stopping preview tracks. // delay it until the fade has concluded to ensure that nothing inside the overlay has triggered // another preview track playback in the meantime, leaving an "orphaned" preview playing. .OnComplete(_ => base.PopOut()); } } }