mirror of
https://github.com/ppy/osu.git
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616 lines
22 KiB
C#
616 lines
22 KiB
C#
// Copyright (c) 2007-2018 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 System.Collections.Generic;
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using osu.Framework.Configuration;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Overlays;
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using osu.Framework.Logging;
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using osu.Framework.Allocation;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using OpenTK;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Audio;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Platform;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Play;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Skinning;
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using OpenTK.Graphics;
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using osu.Game.Overlays.Volume;
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using osu.Game.Screens.Select;
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namespace osu.Game
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{
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/// <summary>
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/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
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/// for initial components that are generally retrieved via DI.
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/// </summary>
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public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
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{
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public Toolbar Toolbar;
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private ChatOverlay chat;
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private MusicController musicController;
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private NotificationOverlay notifications;
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private DialogOverlay dialogOverlay;
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private DirectOverlay direct;
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private SocialOverlay social;
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private UserProfileOverlay userProfile;
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private BeatmapSetOverlay beatmapSetOverlay;
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private ScreenshotManager screenshotManager;
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public virtual Storage GetStorageForStableInstall() => null;
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private Intro intro
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{
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get
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{
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Screen s = screenStack;
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while (s != null && !(s is Intro))
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s = s.ChildScreen;
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return s as Intro;
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}
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}
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public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
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public readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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private OsuScreen screenStack;
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private VolumeOverlay volume;
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private OnScreenDisplay onscreenDisplay;
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private Bindable<int> configRuleset;
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private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
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private Bindable<int> configSkin;
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private readonly string[] args;
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private SettingsOverlay settings;
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private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
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// todo: move this to SongSelect once Screen has the ability to unsuspend.
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public readonly Bindable<IEnumerable<Mod>> SelectedMods = new Bindable<IEnumerable<Mod>>(new List<Mod>());
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public OsuGame(string[] args = null)
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{
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this.args = args;
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forwardLoggedErrorsToNotifications();
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}
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public void ToggleSettings() => settings.ToggleVisibility();
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public void ToggleDirect() => direct.ToggleVisibility();
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/// <summary>
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/// Close all game-wide overlays.
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/// </summary>
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/// <param name="toolbar">Whether the toolbar should also be hidden.</param>
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public void CloseAllOverlays(bool toolbar = true)
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{
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foreach (var o in overlays)
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o.State = Visibility.Hidden;
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if (toolbar) Toolbar.State = Visibility.Hidden;
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}
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager frameworkConfig)
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{
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this.frameworkConfig = frameworkConfig;
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ScoreStore.ScoreImported += score => Schedule(() => LoadScore(score));
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if (!Host.IsPrimaryInstance)
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{
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Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error);
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Environment.Exit(0);
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}
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if (args?.Length > 0)
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{
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var paths = args.Where(a => !a.StartsWith(@"-"));
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Task.Run(() => Import(paths.ToArray()));
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}
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dependencies.CacheAs(this);
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dependencies.CacheAs(ruleset);
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dependencies.CacheAs<IBindable<RulesetInfo>>(ruleset);
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// bind config int to database RulesetInfo
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configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
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ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
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ruleset.ValueChanged += r => configRuleset.Value = r.ID ?? 0;
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// bind config int to database SkinInfo
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configSkin = LocalConfig.GetBindable<int>(OsuSetting.Skin);
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SkinManager.CurrentSkinInfo.ValueChanged += s => configSkin.Value = s.ID;
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configSkin.ValueChanged += id => SkinManager.CurrentSkinInfo.Value = SkinManager.Query(s => s.ID == id) ?? SkinInfo.Default;
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configSkin.TriggerChange();
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LocalConfig.BindWith(OsuSetting.VolumeInactive, inactiveVolumeAdjust);
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}
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private ScheduledDelegate scoreLoad;
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/// <summary>
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/// Open chat to a channel matching the provided name, if present.
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/// </summary>
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/// <param name="channelName">The name of the channel.</param>
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public void OpenChannel(string channelName) => chat.OpenChannel(chat.AvailableChannels.Find(c => c.Name == channelName));
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/// <summary>
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/// Show a beatmap set as an overlay.
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/// </summary>
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/// <param name="setId">The set to display.</param>
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public void ShowBeatmapSet(int setId) => beatmapSetOverlay.FetchAndShowBeatmapSet(setId);
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/// <summary>
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/// Present a beatmap at song select.
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/// </summary>
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/// <param name="beatmap">The beatmap to select.</param>
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public void PresentBeatmap(BeatmapSetInfo beatmap)
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{
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CloseAllOverlays(false);
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void setBeatmap()
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{
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if (Beatmap.Disabled)
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{
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Schedule(setBeatmap);
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return;
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}
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var databasedSet = BeatmapManager.QueryBeatmapSet(s => s.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID);
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// Use first beatmap available for current ruleset, else switch ruleset.
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var first = databasedSet.Beatmaps.FirstOrDefault(b => b.Ruleset == ruleset.Value) ?? databasedSet.Beatmaps.First();
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ruleset.Value = first.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first);
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}
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switch (currentScreen)
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{
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case SongSelect _:
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break;
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default:
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// navigate to song select if we are not already there.
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var menu = (MainMenu)intro.ChildScreen;
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menu.MakeCurrent();
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menu.LoadToSolo();
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break;
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}
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setBeatmap();
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}
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/// <summary>
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/// Show a user's profile as an overlay.
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/// </summary>
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/// <param name="userId">The user to display.</param>
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public void ShowUser(long userId) => userProfile.ShowUser(userId);
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/// <summary>
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/// Show a beatmap's set as an overlay, displaying the given beatmap.
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/// </summary>
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/// <param name="beatmapId">The beatmap to show.</param>
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public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
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protected void LoadScore(Score s)
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{
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scoreLoad?.Cancel();
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var menu = intro.ChildScreen;
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if (menu == null)
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{
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scoreLoad = Schedule(() => LoadScore(s));
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return;
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}
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if (!menu.IsCurrentScreen)
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{
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menu.MakeCurrent();
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this.Delay(500).Schedule(() => LoadScore(s), out scoreLoad);
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return;
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}
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if (s.Beatmap == null)
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{
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notifications.Post(new SimpleNotification
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{
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Text = @"Tried to load a score for a beatmap we don't have!",
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Icon = FontAwesome.fa_life_saver,
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});
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return;
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}
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ruleset.Value = s.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(s.Beatmap);
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Beatmap.Value.Mods.Value = s.Mods;
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menu.Push(new PlayerLoader(new ReplayPlayer(s.Replay)));
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}
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protected override void LoadComplete()
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{
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// this needs to be cached before base.LoadComplete as it is used by MenuCursorContainer.
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dependencies.Cache(screenshotManager = new ScreenshotManager());
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base.LoadComplete();
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// The next time this is updated is in UpdateAfterChildren, which occurs too late and results
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// in the cursor being shown for a few frames during the intro.
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// This prevents the cursor from showing until we have a screen with CursorVisible = true
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MenuCursorContainer.CanShowCursor = currentScreen?.CursorVisible ?? false;
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// hook up notifications to components.
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SkinManager.PostNotification = n => notifications?.Post(n);
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BeatmapManager.PostNotification = n => notifications?.Post(n);
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BeatmapManager.GetStableStorage = GetStorageForStableInstall;
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BeatmapManager.PresentBeatmap = PresentBeatmap;
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AddRange(new Drawable[]
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{
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new VolumeControlReceptor
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{
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RelativeSizeAxes = Axes.Both,
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ActionRequested = action => volume.Adjust(action),
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ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
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},
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mainContent = new Container { RelativeSizeAxes = Axes.Both },
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overlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue },
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});
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loadComponentSingleFile(screenStack = new Loader(), d =>
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{
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screenStack.ModePushed += screenAdded;
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screenStack.Exited += screenRemoved;
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mainContent.Add(screenStack);
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});
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loadComponentSingleFile(Toolbar = new Toolbar
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{
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Depth = -5,
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OnHome = delegate
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{
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CloseAllOverlays(false);
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intro?.ChildScreen?.MakeCurrent();
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},
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}, overlayContent.Add);
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loadComponentSingleFile(volume = new VolumeOverlay(), overlayContent.Add);
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loadComponentSingleFile(onscreenDisplay = new OnScreenDisplay(), Add);
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loadComponentSingleFile(screenshotManager, Add);
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//overlay elements
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loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, mainContent.Add);
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loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, mainContent.Add);
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loadComponentSingleFile(chat = new ChatOverlay { Depth = -1 }, mainContent.Add);
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loadComponentSingleFile(settings = new MainSettings
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{
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GetToolbarHeight = () => ToolbarOffset,
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Depth = -1
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}, overlayContent.Add);
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loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add);
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loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, mainContent.Add);
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loadComponentSingleFile(musicController = new MusicController
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{
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Depth = -4,
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Position = new Vector2(0, Toolbar.HEIGHT),
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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}, overlayContent.Add);
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loadComponentSingleFile(notifications = new NotificationOverlay
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{
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GetToolbarHeight = () => ToolbarOffset,
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Depth = -4,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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}, overlayContent.Add);
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loadComponentSingleFile(dialogOverlay = new DialogOverlay
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{
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Depth = -6,
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}, overlayContent.Add);
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dependencies.Cache(settings);
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dependencies.Cache(onscreenDisplay);
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dependencies.Cache(social);
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dependencies.Cache(direct);
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dependencies.Cache(chat);
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dependencies.Cache(userProfile);
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dependencies.Cache(musicController);
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dependencies.Cache(beatmapSetOverlay);
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dependencies.Cache(notifications);
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dependencies.Cache(dialogOverlay);
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var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications };
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overlays.AddRange(singleDisplaySideOverlays);
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foreach (var overlay in singleDisplaySideOverlays)
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{
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overlay.StateChanged += state =>
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{
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if (state == Visibility.Hidden) return;
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singleDisplaySideOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
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var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
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overlays.AddRange(informationalOverlays);
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foreach (var overlay in informationalOverlays)
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{
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overlay.StateChanged += state =>
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{
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if (state == Visibility.Hidden) return;
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informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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// ensure only one of these overlays are open at once.
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var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct };
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overlays.AddRange(singleDisplayOverlays);
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foreach (var overlay in singleDisplayOverlays)
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{
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overlay.StateChanged += state =>
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{
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// informational overlays should be dismissed on a show or hide of a full overlay.
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informationalOverlays.ForEach(o => o.Hide());
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if (state == Visibility.Hidden) return;
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singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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};
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}
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OverlayActivationMode.ValueChanged += v =>
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{
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if (v != OverlayActivation.All) CloseAllOverlays();
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};
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void updateScreenOffset()
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{
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float offset = 0;
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if (settings.State == Visibility.Visible)
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offset += ToolbarButton.WIDTH / 2;
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if (notifications.State == Visibility.Visible)
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offset -= ToolbarButton.WIDTH / 2;
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screenStack.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint);
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}
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settings.StateChanged += _ => updateScreenOffset();
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notifications.StateChanged += _ => updateScreenOffset();
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}
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private void forwardLoggedErrorsToNotifications()
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{
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int recentLogCount = 0;
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const double debounce = 5000;
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Logger.NewEntry += entry =>
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{
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if (entry.Level < LogLevel.Important || entry.Target == null) return;
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const int short_term_display_limit = 3;
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if (recentLogCount < short_term_display_limit)
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{
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Schedule(() => notifications.Post(new SimpleNotification
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{
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Icon = entry.Level == LogLevel.Important ? FontAwesome.fa_exclamation_circle : FontAwesome.fa_bomb,
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Text = entry.Message,
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}));
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}
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else if (recentLogCount == short_term_display_limit)
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{
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Schedule(() => notifications.Post(new SimpleNotification
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{
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Icon = FontAwesome.fa_ellipsis_h,
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Text = "Subsequent messages have been logged. Click to view log files.",
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Activated = () =>
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{
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Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer();
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return true;
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}
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}));
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}
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Interlocked.Increment(ref recentLogCount);
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Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce);
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};
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}
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private Task asyncLoadStream;
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private int visibleOverlayCount;
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private void loadComponentSingleFile<T>(T d, Action<T> add)
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where T : Drawable
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{
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var focused = d as FocusedOverlayContainer;
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if (focused != null)
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{
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focused.StateChanged += s =>
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{
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visibleOverlayCount += s == Visibility.Visible ? 1 : -1;
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screenStack.FadeColour(visibleOverlayCount > 0 ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
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};
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}
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// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
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// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
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// we could avoid the need for scheduling altogether.
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Schedule(() => { asyncLoadStream = asyncLoadStream?.ContinueWith(t => LoadComponentAsync(d, add).Wait()) ?? LoadComponentAsync(d, add); });
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}
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public bool OnPressed(GlobalAction action)
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{
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if (intro == null) return false;
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switch (action)
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{
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case GlobalAction.ToggleChat:
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chat.ToggleVisibility();
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return true;
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case GlobalAction.ToggleSocial:
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social.ToggleVisibility();
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return true;
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case GlobalAction.ResetInputSettings:
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var sensitivity = frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity);
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sensitivity.Disabled = false;
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sensitivity.Value = 1;
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sensitivity.Disabled = true;
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frameworkConfig.Set(FrameworkSetting.IgnoredInputHandlers, string.Empty);
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frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
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return true;
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case GlobalAction.ToggleToolbar:
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Toolbar.ToggleVisibility();
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return true;
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case GlobalAction.ToggleSettings:
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settings.ToggleVisibility();
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return true;
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case GlobalAction.ToggleDirect:
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direct.ToggleVisibility();
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return true;
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case GlobalAction.ToggleGameplayMouseButtons:
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LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
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return true;
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}
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return false;
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}
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private readonly BindableDouble inactiveVolumeAdjust = new BindableDouble();
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protected override void OnDeactivated()
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{
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base.OnDeactivated();
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Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
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}
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protected override void OnActivated()
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{
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base.OnActivated();
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Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
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}
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public bool OnReleased(GlobalAction action) => false;
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private Container mainContent;
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private Container overlayContent;
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private OsuScreen currentScreen;
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private FrameworkConfigManager frameworkConfig;
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protected override bool OnExiting()
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|
{
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if (screenStack.ChildScreen == null) return false;
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if (intro == null) return true;
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if (!intro.DidLoadMenu || intro.ChildScreen != null)
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|
{
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|
Scheduler.Add(intro.MakeCurrent);
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|
return true;
|
|
}
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|
|
|
return base.OnExiting();
|
|
}
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|
|
/// <summary>
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|
/// Use to programatically exit the game as if the user was triggering via alt-f4.
|
|
/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
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|
/// </summary>
|
|
public void GracefullyExit()
|
|
{
|
|
if (!OnExiting())
|
|
Exit();
|
|
else
|
|
Scheduler.AddDelayed(GracefullyExit, 2000);
|
|
}
|
|
|
|
protected override void UpdateAfterChildren()
|
|
{
|
|
base.UpdateAfterChildren();
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|
|
|
// we only want to apply these restrictions when we are inside a screen stack.
|
|
// the use case for not applying is in visual/unit tests.
|
|
bool applyBeatmapRulesetRestrictions = !currentScreen?.AllowBeatmapRulesetChange ?? false;
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|
|
|
ruleset.Disabled = applyBeatmapRulesetRestrictions;
|
|
Beatmap.Disabled = applyBeatmapRulesetRestrictions;
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|
|
|
mainContent.Padding = new MarginPadding { Top = ToolbarOffset };
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|
|
|
MenuCursorContainer.CanShowCursor = currentScreen?.CursorVisible ?? false;
|
|
}
|
|
|
|
private void screenAdded(Screen newScreen)
|
|
{
|
|
currentScreen = (OsuScreen)newScreen;
|
|
|
|
newScreen.ModePushed += screenAdded;
|
|
newScreen.Exited += screenRemoved;
|
|
}
|
|
|
|
private void screenRemoved(Screen newScreen)
|
|
{
|
|
currentScreen = (OsuScreen)newScreen;
|
|
|
|
if (newScreen == null)
|
|
Exit();
|
|
}
|
|
}
|
|
}
|