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osu-lazer/osu.Game/Graphics/Containers/OsuFocusedOverlayContainer.cs

157 lines
5.1 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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<GlobalAction>
{
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;
/// <summary>
/// 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?).
/// </summary>
protected virtual bool DimMainContent => true;
[Resolved(CanBeNull = true)]
private OsuGame game { get; set; }
[Resolved]
private PreviewTrackManager previewTrackManager { get; set; }
protected readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>(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();
}
/// <summary>
/// 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.
/// </summary>
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(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
switch (e.Action)
{
case GlobalAction.Back:
Hide();
return true;
case GlobalAction.Select:
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
protected override void UpdateState(ValueChangedEvent<Visibility> 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);
}
}
}