// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using Microsoft.EntityFrameworkCore.Internal; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Input.Bindings; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Input.Bindings; using osu.Game.Rulesets; using osu.Game.Screens.Menu; using osu.Game.Overlays; using osu.Game.Users; using osu.Game.Online.API; using osu.Game.Rulesets.Mods; namespace osu.Game.Screens { public abstract class OsuScreen : Screen, IOsuScreen, IKeyBindingHandler, IHasDescription { /// /// The amount of negative padding that should be applied to game background content which touches both the left and right sides of the screen. /// This allows for the game content to be pushed byt he options/notification overlays without causing black areas to appear. /// public const float HORIZONTAL_OVERFLOW_PADDING = 50; /// /// A user-facing title for this screen. /// public virtual string Title => GetType().ShortDisplayName(); public string Description => Title; protected virtual bool AllowBackButton => true; public virtual bool AllowExternalScreenChange => false; /// /// Whether all overlays should be hidden when this screen is entered or resumed. /// public virtual bool HideOverlaysOnEnter => false; /// /// Whether overlays should be able to be opened once this screen is entered or resumed. /// public virtual OverlayActivation InitialOverlayActivationMode => OverlayActivation.All; public virtual bool CursorVisible => true; protected new OsuGameBase Game => base.Game as OsuGameBase; /// /// The to set the user's status automatically to when this screen is entered / resumed. /// Note that the user status won't be automatically set if : /// - is overriden and returns null /// - The current is or /// protected virtual UserStatus ScreenStatus => new UserStatusOnline(); /// /// Whether to disallow changes to game-wise Beatmap/Ruleset bindables for this screen (and all children). /// public virtual bool DisallowExternalBeatmapRulesetChanges => false; private SampleChannel sampleExit; public virtual float BackgroundParallaxAmount => 1; public Bindable Beatmap { get; private set; } public Bindable Ruleset { get; private set; } public Bindable> Mods { get; private set; } protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { var screenDependencies = new OsuScreenDependencies(DisallowExternalBeatmapRulesetChanges, parent); Beatmap = screenDependencies.Beatmap; Ruleset = screenDependencies.Ruleset; Mods = screenDependencies.Mods; return base.CreateChildDependencies(screenDependencies); } protected BackgroundScreen Background => backgroundStack?.CurrentScreen as BackgroundScreen; private BackgroundScreen localBackground; [Resolved(canBeNull: true)] private BackgroundScreenStack backgroundStack { get; set; } [Resolved(canBeNull: true)] private OsuLogo logo { get; set; } private IAPIProvider api; protected OsuScreen() { Anchor = Anchor.Centre; Origin = Anchor.Centre; } [BackgroundDependencyLoader(true)] private void load(OsuGame osu, AudioManager audio, IAPIProvider provider) { sampleExit = audio.Sample.Get(@"UI/screen-back"); api = provider; } public virtual bool OnPressed(GlobalAction action) { if (!this.IsCurrentScreen()) return false; if (action == GlobalAction.Back && AllowBackButton) { this.Exit(); return true; } return false; } public bool OnReleased(GlobalAction action) => action == GlobalAction.Back && AllowBackButton; public override void OnResuming(IScreen last) { sampleExit?.Play(); applyArrivingDefaults(true); if (api != null) api.LocalUser.Value.Status.ValueChanged += userStatusChanged; setUserStatus(ScreenStatus); base.OnResuming(last); } private void userStatusChanged(ValueChangedEvent obj) { if (obj.NewValue?.GetType() == ScreenStatus?.GetType()) return; //don't update the user's status if the current status is of the same type as the given one setUserStatus(ScreenStatus); } public override void OnSuspending(IScreen next) { base.OnSuspending(next); if (api != null) api.LocalUser.Value.Status.ValueChanged -= userStatusChanged; onSuspendingLogo(); } public override void OnEntering(IScreen last) { applyArrivingDefaults(false); backgroundStack?.Push(localBackground = CreateBackground()); if (api != null) api.LocalUser.Value.Status.ValueChanged += userStatusChanged; setUserStatus(ScreenStatus); base.OnEntering(last); } public override bool OnExiting(IScreen next) { if (ValidForResume && logo != null) onExitingLogo(); if (api != null) api.LocalUser.Value.Status.ValueChanged -= userStatusChanged; if (base.OnExiting(next)) return true; if (localBackground != null && backgroundStack?.CurrentScreen == localBackground) backgroundStack?.Exit(); return false; } private void setUserStatus(UserStatus status) { if (api == null) return; if (status == null) return; if (!(api.LocalUser.Value.Status.Value is UserStatusOnline)) return; //don't update the user's status if the current status doesn't allow to be modified by screens (eg: DND / Offline) api.LocalUser.Value.Status.Value = status; } /// /// Fired when this screen was entered or resumed and the logo state is required to be adjusted. /// protected virtual void LogoArriving(OsuLogo logo, bool resuming) { ApplyLogoArrivingDefaults(logo); } private void applyArrivingDefaults(bool isResuming) { logo?.AppendAnimatingAction(() => { if (this.IsCurrentScreen()) LogoArriving(logo, isResuming); }, true); } /// /// Applies default animations to an arriving logo. /// Todo: This should not exist. /// /// The logo to apply animations to. public static void ApplyLogoArrivingDefaults(OsuLogo logo) { logo.Action = null; logo.FadeOut(300, Easing.OutQuint); logo.Anchor = Anchor.TopLeft; logo.Origin = Anchor.Centre; logo.RelativePositionAxes = Axes.Both; logo.BeatMatching = true; logo.Triangles = true; logo.Ripple = true; } private void onExitingLogo() { logo?.AppendAnimatingAction(() => LogoExiting(logo), false); } /// /// Fired when this screen was exited to add any outwards transition to the logo. /// protected virtual void LogoExiting(OsuLogo logo) { } private void onSuspendingLogo() { logo?.AppendAnimatingAction(() => LogoSuspending(logo), false); } /// /// Fired when this screen was suspended to add any outwards transition to the logo. /// protected virtual void LogoSuspending(OsuLogo logo) { } /// /// 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. /// protected virtual BackgroundScreen CreateBackground() => null; } }