// 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.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Graphics.Containers; using osuTK; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Audio; using osu.Game.Input.Bindings; using osu.Game.Overlays; namespace osu.Game.Graphics.Containers { [Cached(typeof(IPreviewTrackOwner))] public abstract class OsuFocusedOverlayContainer : FocusedOverlayContainer, IPreviewTrackOwner, IKeyBindingHandler { private Sample samplePopIn; private Sample samplePopOut; protected virtual string PopInSampleName => "UI/overlay-pop-in"; protected virtual string PopOutSampleName => "UI/overlay-pop-out"; protected override bool BlockScrollInput => false; protected override bool BlockNonPositionalInput => true; /// /// Temporary to allow for overlays in the main screen content to not dim themselves. /// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?). /// protected virtual bool DimMainContent => true; [Resolved(CanBeNull = true)] private OsuGame game { get; set; } [Resolved] private PreviewTrackManager previewTrackManager { get; set; } protected readonly IBindable OverlayActivationMode = new Bindable(OverlayActivation.All); [BackgroundDependencyLoader(true)] private void load(AudioManager audio) { samplePopIn = audio.Samples.Get(PopInSampleName); samplePopOut = audio.Samples.Get(PopOutSampleName); } protected override void LoadComplete() { if (game != null) OverlayActivationMode.BindTo(game.OverlayActivationMode); OverlayActivationMode.BindValueChanged(mode => { if (mode.NewValue == OverlayActivation.Disabled) State.Value = Visibility.Hidden; }, true); base.LoadComplete(); } /// /// Whether mouse input should be blocked screen-wide while this overlay is visible. /// Performing mouse actions outside of the valid extents will hide the overlay. /// public virtual bool BlockScreenWideMouse => BlockPositionalInput; // receive input outside our bounds so we can trigger a close event on ourselves. public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => BlockScreenWideMouse || base.ReceivePositionalInputAt(screenSpacePos); private bool closeOnMouseUp; protected override bool OnMouseDown(MouseDownEvent e) { closeOnMouseUp = !base.ReceivePositionalInputAt(e.ScreenSpaceMousePosition); return base.OnMouseDown(e); } protected override void OnMouseUp(MouseUpEvent e) { if (closeOnMouseUp && !base.ReceivePositionalInputAt(e.ScreenSpaceMousePosition)) Hide(); base.OnMouseUp(e); } public virtual bool OnPressed(GlobalAction action) { switch (action) { case GlobalAction.Back: Hide(); return true; case GlobalAction.Select: return true; } return false; } public void OnReleased(GlobalAction action) { } protected override void UpdateState(ValueChangedEvent state) { bool didChange = state.NewValue != state.OldValue; switch (state.NewValue) { case Visibility.Visible: if (OverlayActivationMode.Value == OverlayActivation.Disabled) { // todo: visual/audible feedback that this operation could not complete. State.Value = Visibility.Hidden; return; } if (didChange) samplePopIn?.Play(); if (BlockScreenWideMouse && DimMainContent) game?.AddBlockingOverlay(this); break; case Visibility.Hidden: if (didChange) samplePopOut?.Play(); if (BlockScreenWideMouse) game?.RemoveBlockingOverlay(this); break; } base.UpdateState(state); } protected override void PopOut() { base.PopOut(); previewTrackManager.StopAnyPlaying(this); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); game?.RemoveBlockingOverlay(this); } } }