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osu-lazer/osu.Game/Screens/OsuScreen.cs
Dean Herbert 09dd0cabd6 Move beatmap/ruleset change restrictions to OsuGame
Allows test cases to more freely exist
2017-08-22 15:59:32 +09:00

133 lines
4.4 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Containers;
using OpenTK;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio;
using osu.Game.Rulesets;
namespace osu.Game.Screens
{
public abstract class OsuScreen : Screen
{
internal BackgroundScreen Background { get; private set; }
/// <summary>
/// Override to create a BackgroundMode for the current screen.
/// Note that the instance created may not be the used instance if it matches the BackgroundMode equality clause.
/// </summary>
protected virtual BackgroundScreen CreateBackground() => null;
internal virtual bool ShowOverlays => true;
protected new OsuGameBase Game => base.Game as OsuGameBase;
internal virtual bool HasLocalCursorDisplayed => false;
/// <summary>
/// Whether the beatmap or ruleset should be allowed to be changed by the user or game.
/// Used to mark exclusive areas where this is strongly prohibited, like gameplay.
/// </summary>
internal virtual bool AllowBeatmapRulesetChange => true;
protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
public WorkingBeatmap InitialBeatmap
{
set
{
if (IsLoaded) throw new InvalidOperationException($"Cannot set {nameof(InitialBeatmap)} post-load.");
Beatmap.Value = value;
}
}
protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
private SampleChannel sampleExit;
[BackgroundDependencyLoader(permitNulls: true)]
private void load(OsuGameBase game, OsuGame osuGame, AudioManager audio)
{
if (game != null)
{
//if we were given a beatmap at ctor time, we want to pass this on to the game-wide beatmap.
var localMap = Beatmap.Value;
Beatmap.BindTo(game.Beatmap);
if (localMap != null)
Beatmap.Value = localMap;
}
if (osuGame != null)
Ruleset.BindTo(osuGame.Ruleset);
sampleExit = audio.Sample.Get(@"UI/melodic-1");
}
protected override void OnResuming(Screen last)
{
base.OnResuming(last);
sampleExit?.Play();
}
protected override void OnEntering(Screen last)
{
OsuScreen lastOsu = last as OsuScreen;
BackgroundScreen bg = CreateBackground();
if (lastOsu?.Background != null)
{
if (bg == null || lastOsu.Background.Equals(bg))
//we can keep the previous mode's background.
Background = lastOsu.Background;
else
{
lastOsu.Background.Push(Background = bg);
}
}
else if (bg != null)
{
// this makes up for the fact our padding changes when the global toolbar is visible.
bg.Scale = new Vector2(1.06f);
AddInternal(new ParallaxContainer
{
Depth = float.MaxValue,
Children = new[]
{
Background = bg
}
});
}
base.OnEntering(last);
}
protected override bool OnExiting(Screen next)
{
OsuScreen nextOsu = next as OsuScreen;
if (Background != null && !Background.Equals(nextOsu?.Background))
{
if (nextOsu != null)
//We need to use MakeCurrent in case we are jumping up multiple game screens.
nextOsu.Background?.MakeCurrent();
else
Background.Exit();
}
if (base.OnExiting(next))
return true;
Beatmap.UnbindAll();
return false;
}
}
}