Fix new mod select overlay dimming itself

This commit is contained in:
Bartłomiej Dach
2022-05-04 21:53:04 +02:00
parent 407db7ff9d
commit 1744d7e4f0
3 changed files with 66 additions and 6 deletions

View File

@ -171,6 +171,7 @@ namespace osu.Game
private readonly string[] args;
private readonly List<OsuFocusedOverlayContainer> focusedOverlays = new List<OsuFocusedOverlayContainer>();
private readonly List<OverlayContainer> externalOverlays = new List<OverlayContainer>();
private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
@ -186,19 +187,59 @@ namespace osu.Game
private void updateBlockingOverlayFade() =>
ScreenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
public void AddBlockingOverlay(OverlayContainer overlay)
/// <summary>
/// Registers a blocking <see cref="OverlayContainer"/> that was not created by <see cref="OsuGame"/> itself for later use.
/// </summary>
/// <remarks>
/// The goal of this method is to allow child screens, like <see cref="SongSelect"/> to register their own full-screen blocking overlays
/// with background dim.
/// In those cases, for the dim to work correctly, the overlays need to be added at the `OsuGame` level directly, rather as children of the screens.
/// </remarks>
/// <returns>
/// An <see cref="IDisposable"/> that should be disposed of when the <paramref name="overlayContainer"/> should be unregistered.
/// Disposing of this <see cref="IDisposable"/> will automatically expire the <paramref name="overlayContainer"/>.
/// </returns>
internal IDisposable RegisterBlockingOverlay(OverlayContainer overlayContainer)
{
if (overlayContainer.Parent != null)
throw new ArgumentException($@"Overlays registered via {nameof(RegisterBlockingOverlay)} should not be added to the scene graph.");
if (externalOverlays.Contains(overlayContainer))
throw new ArgumentException($@"{overlayContainer} has already been registered via {nameof(RegisterBlockingOverlay)} once.");
externalOverlays.Add(overlayContainer);
overlayContent.Add(overlayContainer);
return new InvokeOnDisposal(() => unregisterBlockingOverlay(overlayContainer));
}
/// <summary>
/// Should be called when <paramref name="overlay"/> has been shown and should begin blocking background input.
/// </summary>
internal void ShowBlockingOverlay(OverlayContainer overlay)
{
if (!visibleBlockingOverlays.Contains(overlay))
visibleBlockingOverlays.Add(overlay);
updateBlockingOverlayFade();
}
public void RemoveBlockingOverlay(OverlayContainer overlay) => Schedule(() =>
/// <summary>
/// Should be called when a blocking <paramref name="overlay"/> has been hidden and should stop blocking background input.
/// </summary>
internal void HideBlockingOverlay(OverlayContainer overlay) => Schedule(() =>
{
visibleBlockingOverlays.Remove(overlay);
updateBlockingOverlayFade();
});
/// <summary>
/// Unregisters a blocking <see cref="OverlayContainer"/> that was not created by <see cref="OsuGame"/> itself.
/// </summary>
private void unregisterBlockingOverlay(OverlayContainer overlayContainer)
{
externalOverlays.Remove(overlayContainer);
overlayContainer.Expire();
}
/// <summary>
/// Close all game-wide overlays.
/// </summary>