mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 18:47:27 +08:00
143 lines
4.6 KiB
C#
143 lines
4.6 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 SampleChannel samplePopIn;
|
|
private SampleChannel samplePopOut;
|
|
|
|
protected override bool BlockNonPositionalInput => true;
|
|
|
|
/// <summary>
|
|
/// Temporary to allow for overlays in the main screen content to not dim theirselves.
|
|
/// 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 Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All);
|
|
|
|
[BackgroundDependencyLoader(true)]
|
|
private void load(AudioManager audio)
|
|
{
|
|
samplePopIn = audio.Samples.Get(@"UI/overlay-pop-in");
|
|
samplePopOut = audio.Samples.Get(@"UI/overlay-pop-out");
|
|
}
|
|
|
|
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(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<Visibility> state)
|
|
{
|
|
switch (state.NewValue)
|
|
{
|
|
case Visibility.Visible:
|
|
if (OverlayActivationMode.Value == OverlayActivation.Disabled)
|
|
{
|
|
State.Value = Visibility.Hidden;
|
|
return;
|
|
}
|
|
|
|
samplePopIn?.Play();
|
|
if (BlockScreenWideMouse && DimMainContent) game?.AddBlockingOverlay(this);
|
|
break;
|
|
|
|
case Visibility.Hidden:
|
|
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);
|
|
}
|
|
}
|
|
}
|