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osu-lazer/osu.Game/OsuGame.cs
2019-03-05 17:25:13 +09:00

807 lines
31 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 System;
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Configuration;
using osu.Framework.Screens;
using osu.Game.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Overlays;
using osu.Framework.Logging;
using osu.Framework.Allocation;
using osu.Game.Overlays.Toolbar;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using osuTK;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Platform;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Input;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Screens.Play;
using osu.Game.Input.Bindings;
using osu.Game.Online.Chat;
using osu.Game.Rulesets.Mods;
using osu.Game.Skinning;
using osuTK.Graphics;
using osu.Game.Overlays.Volume;
using osu.Game.Scoring;
using osu.Game.Screens.Select;
using osu.Game.Utils;
using LogLevel = osu.Framework.Logging.LogLevel;
namespace osu.Game
{
/// <summary>
/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
/// for initial components that are generally retrieved via DI.
/// </summary>
public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
{
public Toolbar Toolbar;
private ChatOverlay chatOverlay;
private ChannelManager channelManager;
private MusicController musicController;
private NotificationOverlay notifications;
private DialogOverlay dialogOverlay;
private AccountCreationOverlay accountCreation;
private DirectOverlay direct;
private SocialOverlay social;
private UserProfileOverlay userProfile;
private BeatmapSetOverlay beatmapSetOverlay;
[Cached]
private readonly ScreenshotManager screenshotManager = new ScreenshotManager();
protected RavenLogger RavenLogger;
public virtual Storage GetStorageForStableInstall() => null;
public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
private IdleTracker idleTracker;
public readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
private BackgroundScreenStack backgroundStack;
private ParallaxContainer backgroundParallax;
private ScreenStack screenStack;
private VolumeOverlay volume;
private OnScreenDisplay onscreenDisplay;
private OsuLogo osuLogo;
private MainMenu menuScreen;
private Intro introScreen;
private Bindable<int> configRuleset;
private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
private Bindable<int> configSkin;
private readonly string[] args;
private SettingsOverlay settings;
private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
// todo: move this to SongSelect once Screen has the ability to unsuspend.
[Cached]
[Cached(Type = typeof(IBindable<IEnumerable<Mod>>))]
private readonly Bindable<IEnumerable<Mod>> selectedMods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
public OsuGame(string[] args = null)
{
this.args = args;
forwardLoggedErrorsToNotifications();
RavenLogger = new RavenLogger(this);
}
public void ToggleSettings() => settings.ToggleVisibility();
public void ToggleDirect() => direct.ToggleVisibility();
private void updateBlockingOverlayFade() =>
screenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
public void AddBlockingOverlay(OverlayContainer overlay)
{
if (!visibleBlockingOverlays.Contains(overlay))
visibleBlockingOverlays.Add(overlay);
updateBlockingOverlayFade();
}
public void RemoveBlockingOverlay(OverlayContainer overlay)
{
visibleBlockingOverlays.Remove(overlay);
updateBlockingOverlayFade();
}
/// <summary>
/// Close all game-wide overlays.
/// </summary>
/// <param name="toolbar">Whether the toolbar should also be hidden.</param>
public void CloseAllOverlays(bool toolbar = true)
{
foreach (var overlay in overlays)
overlay.State = Visibility.Hidden;
if (toolbar) Toolbar.State = Visibility.Hidden;
}
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
[BackgroundDependencyLoader]
private void load(FrameworkConfigManager frameworkConfig)
{
this.frameworkConfig = frameworkConfig;
if (!Host.IsPrimaryInstance)
{
Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error);
Environment.Exit(0);
}
if (args?.Length > 0)
{
var paths = args.Where(a => !a.StartsWith(@"-")).ToArray();
if (paths.Length > 0)
Task.Run(() => Import(paths));
}
dependencies.CacheAs(this);
dependencies.Cache(RavenLogger);
dependencies.CacheAs(ruleset);
dependencies.CacheAs<IBindable<RulesetInfo>>(ruleset);
dependencies.Cache(osuLogo = new OsuLogo { Alpha = 0 });
// bind config int to database RulesetInfo
configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
ruleset.ValueChanged += r => configRuleset.Value = r.NewValue.ID ?? 0;
// bind config int to database SkinInfo
configSkin = LocalConfig.GetBindable<int>(OsuSetting.Skin);
SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID;
configSkin.ValueChanged += skinId => SkinManager.CurrentSkinInfo.Value = SkinManager.Query(s => s.ID == skinId.NewValue) ?? SkinInfo.Default;
configSkin.TriggerChange();
LocalConfig.BindWith(OsuSetting.VolumeInactive, inactiveVolumeAdjust);
IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
}
private ExternalLinkOpener externalLinkOpener;
public void OpenUrlExternally(string url)
{
if (url.StartsWith("/"))
url = $"{API.Endpoint}{url}";
externalLinkOpener.OpenUrlExternally(url);
}
/// <summary>
/// Show a beatmap set as an overlay.
/// </summary>
/// <param name="setId">The set to display.</param>
public void ShowBeatmapSet(int setId) => beatmapSetOverlay.FetchAndShowBeatmapSet(setId);
/// <summary>
/// Show a user's profile as an overlay.
/// </summary>
/// <param name="userId">The user to display.</param>
public void ShowUser(long userId) => userProfile.ShowUser(userId);
/// <summary>
/// Show a beatmap's set as an overlay, displaying the given beatmap.
/// </summary>
/// <param name="beatmapId">The beatmap to show.</param>
public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
/// <summary>
/// Present a beatmap at song select immediately.
/// The user should have already requested this interactively.
/// </summary>
/// <param name="beatmap">The beatmap to select.</param>
public void PresentBeatmap(BeatmapSetInfo beatmap)
{
var databasedSet = beatmap.OnlineBeatmapSetID != null
? BeatmapManager.QueryBeatmapSet(s => s.OnlineBeatmapSetID == beatmap.OnlineBeatmapSetID)
: BeatmapManager.QueryBeatmapSet(s => s.Hash == beatmap.Hash);
if (databasedSet == null)
{
Logger.Log("The requested beatmap could not be loaded.", LoggingTarget.Information);
return;
}
performFromMainMenu(() =>
{
// we might already be at song select, so a check is required before performing the load to solo.
if (menuScreen.IsCurrentScreen())
menuScreen.LoadToSolo();
// Use first beatmap available for current ruleset, else switch ruleset.
var first = databasedSet.Beatmaps.Find(b => b.Ruleset == ruleset.Value) ?? databasedSet.Beatmaps.First();
ruleset.Value = first.Ruleset;
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first);
}, $"load {beatmap}", bypassScreenAllowChecks: true, targetScreen: typeof(PlaySongSelect));
}
/// <summary>
/// Present a score's replay immediately.
/// The user should have already requested this interactively.
/// </summary>
/// <param name="beatmap">The beatmap to select.</param>
public void PresentScore(ScoreInfo score)
{
var databasedScore = ScoreManager.GetScore(score);
var databasedScoreInfo = databasedScore.ScoreInfo;
if (databasedScore.Replay == null)
{
Logger.Log("The loaded score has no replay data.", LoggingTarget.Information);
return;
}
var databasedBeatmap = BeatmapManager.QueryBeatmap(b => b.ID == databasedScoreInfo.Beatmap.ID);
if (databasedBeatmap == null)
{
Logger.Log("Tried to load a score for a beatmap we don't have!", LoggingTarget.Information);
return;
}
performFromMainMenu(() =>
{
ruleset.Value = databasedScoreInfo.Ruleset;
Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap);
Beatmap.Value.Mods.Value = databasedScoreInfo.Mods;
menuScreen.Push(new PlayerLoader(() => new ReplayPlayer(databasedScore)));
}, $"watch {databasedScoreInfo}", bypassScreenAllowChecks: true);
}
private ScheduledDelegate performFromMainMenuTask;
/// <summary>
/// Perform an action only after returning to the main menu.
/// Eagerly tries to exit the current screen until it succeeds.
/// </summary>
/// <param name="action">The action to perform once we are in the correct state.</param>
/// <param name="taskName">The task name to display in a notification (if we can't immediately reach the main menu state).</param>
/// <param name="targetScreen">An optional target screen type. If this screen is already current we can immediately perform the action without returning to the menu.</param>
/// <param name="bypassScreenAllowChecks">Whether checking <see cref="IOsuScreen.AllowExternalScreenChange"/> should be bypassed.</param>
private void performFromMainMenu(Action action, string taskName, Type targetScreen = null, bool bypassScreenAllowChecks = false)
{
performFromMainMenuTask?.Cancel();
// if the current screen does not allow screen changing, give the user an option to try again later.
if (!bypassScreenAllowChecks && (screenStack.CurrentScreen as IOsuScreen)?.AllowExternalScreenChange == false)
{
notifications.Post(new SimpleNotification
{
Text = $"Click here to {taskName}",
Activated = () =>
{
performFromMainMenu(action, taskName, targetScreen, true);
return true;
}
});
return;
}
CloseAllOverlays(false);
// we may already be at the target screen type.
if (targetScreen != null && screenStack.CurrentScreen?.GetType() == targetScreen)
{
action();
return;
}
// all conditions have been met to continue with the action.
if (menuScreen?.IsCurrentScreen() == true && !Beatmap.Disabled)
{
action();
return;
}
// menuScreen may not be initialised yet (null check required).
menuScreen?.MakeCurrent();
performFromMainMenuTask = Schedule(() => performFromMainMenu(action, taskName));
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
RavenLogger.Dispose();
}
protected override void LoadComplete()
{
base.LoadComplete();
// The next time this is updated is in UpdateAfterChildren, which occurs too late and results
// in the cursor being shown for a few frames during the intro.
// This prevents the cursor from showing until we have a screen with CursorVisible = true
MenuCursorContainer.CanShowCursor = menuScreen?.CursorVisible ?? false;
// todo: all archive managers should be able to be looped here.
SkinManager.PostNotification = n => notifications?.Post(n);
SkinManager.GetStableStorage = GetStorageForStableInstall;
BeatmapManager.PostNotification = n => notifications?.Post(n);
BeatmapManager.GetStableStorage = GetStorageForStableInstall;
BeatmapManager.PresentImport = items => PresentBeatmap(items.First());
ScoreManager.PostNotification = n => notifications?.Post(n);
ScoreManager.PresentImport = items => PresentScore(items.First());
Container logoContainer;
AddRange(new Drawable[]
{
new VolumeControlReceptor
{
RelativeSizeAxes = Axes.Both,
ActionRequested = action => volume.Adjust(action),
ScrollActionRequested = (action, amount, isPrecise) => volume.Adjust(action, amount, isPrecise),
},
screenContainer = new ScalingContainer(ScalingMode.ExcludeOverlays)
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
backgroundParallax = new ParallaxContainer
{
RelativeSizeAxes = Axes.Both,
Child = backgroundStack = new BackgroundScreenStack { RelativeSizeAxes = Axes.Both },
},
screenStack = new ScreenStack { RelativeSizeAxes = Axes.Both },
logoContainer = new Container { RelativeSizeAxes = Axes.Both },
}
},
overlayContent = new Container
{
RelativeSizeAxes = Axes.Both,
},
floatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue },
idleTracker = new GameIdleTracker(6000)
});
dependencies.Cache(backgroundStack);
screenStack.ScreenPushed += screenPushed;
screenStack.ScreenExited += screenExited;
loadComponentSingleFile(osuLogo, logoContainer.Add);
loadComponentSingleFile(new Loader
{
RelativeSizeAxes = Axes.Both
}, screenStack.Push);
loadComponentSingleFile(Toolbar = new Toolbar
{
Depth = -5,
OnHome = delegate
{
CloseAllOverlays(false);
menuScreen?.MakeCurrent();
},
}, floatingOverlayContent.Add);
loadComponentSingleFile(volume = new VolumeOverlay(), floatingOverlayContent.Add);
loadComponentSingleFile(onscreenDisplay = new OnScreenDisplay(), Add);
loadComponentSingleFile(screenshotManager, Add);
//overlay elements
loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, overlayContent.Add);
loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, overlayContent.Add);
loadComponentSingleFile(channelManager = new ChannelManager(), AddInternal);
loadComponentSingleFile(chatOverlay = new ChatOverlay { Depth = -1 }, overlayContent.Add);
loadComponentSingleFile(settings = new MainSettings
{
GetToolbarHeight = () => ToolbarOffset,
Depth = -1
}, floatingOverlayContent.Add);
loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, overlayContent.Add);
loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, overlayContent.Add);
loadComponentSingleFile(musicController = new MusicController
{
Depth = -5,
Position = new Vector2(0, Toolbar.HEIGHT),
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, floatingOverlayContent.Add);
loadComponentSingleFile(notifications = new NotificationOverlay
{
GetToolbarHeight = () => ToolbarOffset,
Depth = -4,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, floatingOverlayContent.Add);
loadComponentSingleFile(accountCreation = new AccountCreationOverlay
{
Depth = -6,
}, floatingOverlayContent.Add);
loadComponentSingleFile(dialogOverlay = new DialogOverlay
{
Depth = -7,
}, floatingOverlayContent.Add);
loadComponentSingleFile(externalLinkOpener = new ExternalLinkOpener
{
Depth = -8,
}, floatingOverlayContent.Add);
dependencies.CacheAs(idleTracker);
dependencies.Cache(settings);
dependencies.Cache(onscreenDisplay);
dependencies.Cache(social);
dependencies.Cache(direct);
dependencies.Cache(chatOverlay);
dependencies.Cache(channelManager);
dependencies.Cache(userProfile);
dependencies.Cache(musicController);
dependencies.Cache(beatmapSetOverlay);
dependencies.Cache(notifications);
dependencies.Cache(dialogOverlay);
dependencies.Cache(accountCreation);
chatOverlay.StateChanged += state => channelManager.HighPollRate.Value = state == Visibility.Visible;
Add(externalLinkOpener = new ExternalLinkOpener());
var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications };
overlays.AddRange(singleDisplaySideOverlays);
foreach (var overlay in singleDisplaySideOverlays)
{
overlay.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
singleDisplaySideOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
};
}
// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
overlays.AddRange(informationalOverlays);
foreach (var overlay in informationalOverlays)
{
overlay.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
};
}
// ensure only one of these overlays are open at once.
var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct };
overlays.AddRange(singleDisplayOverlays);
foreach (var overlay in singleDisplayOverlays)
{
overlay.StateChanged += state =>
{
// informational overlays should be dismissed on a show or hide of a full overlay.
informationalOverlays.ForEach(o => o.Hide());
if (state == Visibility.Hidden) return;
singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
};
}
OverlayActivationMode.ValueChanged += mode =>
{
if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
};
void updateScreenOffset()
{
float offset = 0;
if (settings.State == Visibility.Visible)
offset += ToolbarButton.WIDTH / 2;
if (notifications.State == Visibility.Visible)
offset -= ToolbarButton.WIDTH / 2;
screenContainer.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint);
}
settings.StateChanged += _ => updateScreenOffset();
notifications.StateChanged += _ => updateScreenOffset();
}
public class GameIdleTracker : IdleTracker
{
private InputManager inputManager;
public GameIdleTracker(int time)
: base(time)
{
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
protected override bool AllowIdle => inputManager.FocusedDrawable == null;
}
private void forwardLoggedErrorsToNotifications()
{
int recentLogCount = 0;
const double debounce = 5000;
Logger.NewEntry += entry =>
{
if (entry.Level < LogLevel.Important || entry.Target == null) return;
const int short_term_display_limit = 3;
if (recentLogCount < short_term_display_limit)
{
Schedule(() => notifications.Post(new SimpleNotification
{
Icon = entry.Level == LogLevel.Important ? FontAwesome.fa_exclamation_circle : FontAwesome.fa_bomb,
Text = entry.Message + (entry.Exception != null && IsDeployedBuild ? "\n\nThis error has been automatically reported to the devs." : string.Empty),
}));
}
else if (recentLogCount == short_term_display_limit)
{
Schedule(() => notifications.Post(new SimpleNotification
{
Icon = FontAwesome.fa_ellipsis_h,
Text = "Subsequent messages have been logged. Click to view log files.",
Activated = () =>
{
Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer();
return true;
}
}));
}
Interlocked.Increment(ref recentLogCount);
Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentLogCount), debounce);
};
}
private Task asyncLoadStream;
private void loadComponentSingleFile<T>(T d, Action<T> add)
where T : Drawable
{
// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
// we could avoid the need for scheduling altogether.
Schedule(() =>
{
var previousLoadStream = asyncLoadStream;
//chain with existing load stream
asyncLoadStream = Task.Run(async () =>
{
if (previousLoadStream != null)
await previousLoadStream;
try
{
Logger.Log($"Loading {d}...", level: LogLevel.Debug);
// Since this is running in a separate thread, it is possible for OsuGame to be disposed after LoadComponentAsync has been called
// throwing an exception. To avoid this, the call is scheduled on the update thread, which does not run if IsDisposed = true
Task task = null;
var del = new ScheduledDelegate(() => task = LoadComponentAsync(d, add));
Scheduler.Add(del);
// The delegate won't complete if OsuGame has been disposed in the meantime
while (!IsDisposed && !del.Completed)
await Task.Delay(10);
// Either we're disposed or the load process has started successfully
if (IsDisposed)
return;
Debug.Assert(task != null);
await task;
Logger.Log($"Loaded {d}!", level: LogLevel.Debug);
}
catch (OperationCanceledException)
{
}
});
});
}
public bool OnPressed(GlobalAction action)
{
if (introScreen == null) return false;
switch (action)
{
case GlobalAction.ToggleChat:
chatOverlay.ToggleVisibility();
return true;
case GlobalAction.ToggleSocial:
social.ToggleVisibility();
return true;
case GlobalAction.ResetInputSettings:
var sensitivity = frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity);
sensitivity.Disabled = false;
sensitivity.Value = 1;
sensitivity.Disabled = true;
frameworkConfig.Set(FrameworkSetting.IgnoredInputHandlers, string.Empty);
frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
return true;
case GlobalAction.ToggleToolbar:
Toolbar.ToggleVisibility();
return true;
case GlobalAction.ToggleSettings:
settings.ToggleVisibility();
return true;
case GlobalAction.ToggleDirect:
direct.ToggleVisibility();
return true;
case GlobalAction.ToggleGameplayMouseButtons:
LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
return true;
}
return false;
}
private readonly BindableDouble inactiveVolumeAdjust = new BindableDouble();
private void updateActiveState(bool isActive)
{
if (isActive)
Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
else
Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
}
public bool OnReleased(GlobalAction action) => false;
private Container overlayContent;
private Container floatingOverlayContent;
private FrameworkConfigManager frameworkConfig;
private ScalingContainer screenContainer;
protected override bool OnExiting()
{
if (screenStack.CurrentScreen is Loader)
return false;
if (introScreen == null)
return true;
if (!introScreen.DidLoadMenu || !(screenStack.CurrentScreen is Intro))
{
Scheduler.Add(introScreen.MakeCurrent);
return true;
}
return base.OnExiting();
}
/// <summary>
/// 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).
/// </summary>
public void GracefullyExit()
{
if (!OnExiting())
Exit();
else
Scheduler.AddDelayed(GracefullyExit, 2000);
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
screenContainer.Padding = new MarginPadding { Top = ToolbarOffset };
overlayContent.Padding = new MarginPadding { Top = ToolbarOffset };
MenuCursorContainer.CanShowCursor = (screenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false;
}
protected virtual void ScreenChanged(IScreen current, IScreen newScreen)
{
switch (newScreen)
{
case Intro intro:
introScreen = intro;
break;
case MainMenu menu:
menuScreen = menu;
break;
}
if (newScreen is IOsuScreen newOsuScreen)
{
backgroundParallax.ParallaxAmount = ParallaxContainer.DEFAULT_PARALLAX_AMOUNT * newOsuScreen.BackgroundParallaxAmount;
OverlayActivationMode.Value = newOsuScreen.InitialOverlayActivationMode;
if (newOsuScreen.HideOverlaysOnEnter)
CloseAllOverlays();
else
Toolbar.State = Visibility.Visible;
}
}
private void screenPushed(IScreen lastScreen, IScreen newScreen)
{
ScreenChanged(lastScreen, newScreen);
Logger.Log($"Screen changed → {newScreen}");
}
private void screenExited(IScreen lastScreen, IScreen newScreen)
{
ScreenChanged(lastScreen, newScreen);
Logger.Log($"Screen changed ← {newScreen}");
if (newScreen == null)
Exit();
}
}
}