mirror of
https://github.com/ppy/osu.git
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71a94d6b44
Also better handles delays before notifications are displayed.
218 lines
7.0 KiB
C#
218 lines
7.0 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Containers;
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using OpenTK;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Menu;
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using osu.Framework.Input;
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using OpenTK.Input;
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namespace osu.Game.Screens
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{
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public abstract class OsuScreen : Screen
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{
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public BackgroundScreen Background { get; private set; }
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/// <summary>
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/// Override to create a BackgroundMode for the current screen.
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/// Note that the instance created may not be the used instance if it matches the BackgroundMode equality clause.
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/// </summary>
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protected virtual BackgroundScreen CreateBackground() => null;
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protected BindableBool ShowOverlays = new BindableBool();
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/// <summary>
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/// Whether overlays should be shown when this screen is entered or resumed.
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/// </summary>
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public virtual bool ShowOverlaysOnEnter => true;
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protected new OsuGameBase Game => base.Game as OsuGameBase;
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public virtual bool HasLocalCursorDisplayed => false;
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private OsuLogo logo;
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/// <summary>
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/// Whether the beatmap or ruleset should be allowed to be changed by the user or game.
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/// Used to mark exclusive areas where this is strongly prohibited, like gameplay.
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/// </summary>
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public virtual bool AllowBeatmapRulesetChange => true;
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protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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public WorkingBeatmap InitialBeatmap
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{
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set
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{
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if (IsLoaded) throw new InvalidOperationException($"Cannot set {nameof(InitialBeatmap)} post-load.");
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Beatmap.Value = value;
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}
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}
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protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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private SampleChannel sampleExit;
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuGameBase game, OsuGame osuGame, AudioManager audio)
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{
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if (game != null)
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{
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//if we were given a beatmap at ctor time, we want to pass this on to the game-wide beatmap.
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var localMap = Beatmap.Value;
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Beatmap.BindTo(game.Beatmap);
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if (localMap != null)
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Beatmap.Value = localMap;
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}
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if (osuGame != null)
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{
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Ruleset.BindTo(osuGame.Ruleset);
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ShowOverlays.BindTo(osuGame.ShowOverlays);
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}
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sampleExit = audio.Sample.Get(@"UI/screen-back");
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat || !IsCurrentScreen) return false;
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switch (args.Key)
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{
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case Key.Escape:
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Exit();
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return true;
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}
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return base.OnKeyDown(state, args);
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}
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protected override void OnResuming(Screen last)
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{
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base.OnResuming(last);
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logo.AppendAnimatingAction(() => LogoArriving(logo, true), true);
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sampleExit?.Play();
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ShowOverlays.Value = ShowOverlaysOnEnter;
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}
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protected override void OnSuspending(Screen next)
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{
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base.OnSuspending(next);
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onSuspendingLogo();
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}
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protected override void OnEntering(Screen last)
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{
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OsuScreen lastOsu = last as OsuScreen;
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BackgroundScreen bg = CreateBackground();
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if (lastOsu?.Background != null)
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{
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if (bg == null || lastOsu.Background.Equals(bg))
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//we can keep the previous mode's background.
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Background = lastOsu.Background;
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else
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{
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lastOsu.Background.Push(Background = bg);
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}
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}
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else if (bg != null)
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{
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// this makes up for the fact our padding changes when the global toolbar is visible.
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bg.Scale = new Vector2(1.06f);
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AddInternal(new ParallaxContainer
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{
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Depth = float.MaxValue,
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Children = new[]
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{
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Background = bg
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}
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});
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}
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if ((logo = lastOsu?.logo) == null)
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LoadComponentAsync(logo = new OsuLogo { Alpha = 0 }, AddInternal);
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logo.AppendAnimatingAction(() => LogoArriving(logo, false), true);
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base.OnEntering(last);
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ShowOverlays.Value = ShowOverlaysOnEnter;
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}
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protected override bool OnExiting(Screen next)
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{
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if (ValidForResume && logo != null)
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onExitingLogo();
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OsuScreen nextOsu = next as OsuScreen;
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if (Background != null && !Background.Equals(nextOsu?.Background))
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{
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if (nextOsu != null)
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//We need to use MakeCurrent in case we are jumping up multiple game screens.
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nextOsu.Background?.MakeCurrent();
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else
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Background.Exit();
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}
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if (base.OnExiting(next))
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return true;
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Beatmap.UnbindAll();
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return false;
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}
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/// <summary>
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/// Fired when this screen was entered or resumed and the logo state is required to be adjusted.
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/// </summary>
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protected virtual void LogoArriving(OsuLogo logo, bool resuming)
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{
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logo.Action = null;
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logo.FadeOut(300, Easing.OutQuint);
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logo.Anchor = Anchor.TopLeft;
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logo.Origin = Anchor.Centre;
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logo.RelativePositionAxes = Axes.None;
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logo.Triangles = true;
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logo.Ripple = true;
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}
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private void onExitingLogo()
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{
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logo.AppendAnimatingAction(() => { LogoExiting(logo); }, false);
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}
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/// <summary>
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/// Fired when this screen was exited to add any outwards transition to the logo.
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/// </summary>
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protected virtual void LogoExiting(OsuLogo logo)
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{
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}
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private void onSuspendingLogo()
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{
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logo.AppendAnimatingAction(() => { LogoSuspending(logo); }, false);
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}
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/// <summary>
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/// Fired when this screen was suspended to add any outwards transition to the logo.
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/// </summary>
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protected virtual void LogoSuspending(OsuLogo logo)
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{
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}
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}
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}
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