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cf239f4d9c
Also changes the way parallax is applied to OsuScreens game-wide.
133 lines
4.1 KiB
C#
133 lines
4.1 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 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.Database;
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using osu.Game.Graphics.Containers;
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using OpenTK;
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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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internal 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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internal virtual bool ShowOverlays => true;
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protected new OsuGameBase Game => base.Game as OsuGameBase;
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internal virtual bool HasLocalCursorDisplayed => false;
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internal virtual bool AllowRulesetChange => true;
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
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public WorkingBeatmap Beatmap
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{
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get
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{
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return beatmap.Value;
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}
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set
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{
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beatmap.Value = value;
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}
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuGameBase game, OsuGame osuGame)
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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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beatmap.ValueChanged += OnBeatmapChanged;
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if (osuGame != null)
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ruleset.BindTo(osuGame.Ruleset);
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}
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/// <summary>
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/// The global Beatmap was changed.
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/// </summary>
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protected virtual void OnBeatmapChanged(WorkingBeatmap beatmap)
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{
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}
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protected override void Update()
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{
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if (!IsCurrentScreen) return;
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ruleset.Disabled = !AllowRulesetChange;
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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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OnBeatmapChanged(Beatmap);
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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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base.OnEntering(last);
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}
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protected override bool OnExiting(Screen next)
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{
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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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return base.OnExiting(next);
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}
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}
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}
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