// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using osu.Framework.Bindables; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Input.Bindings; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Screens.Footer; using osu.Game.Users; namespace osu.Game.Screens { public interface IOsuScreen : IScreen { /// <summary> /// Whether the beatmap or ruleset should be allowed to be changed by the user or game. /// Used to mark exclusive areas where this is strongly prohibited, like gameplay. /// </summary> bool DisallowExternalBeatmapRulesetChanges { get; } /// <summary> /// Whether the user can exit this <see cref="IOsuScreen"/>. /// </summary> /// <remarks> /// When overriden to <c>false</c>, /// the user is blocked from exiting the screen via the <see cref="GlobalAction.Back"/> action, /// and the back button is hidden from this screen by the initial state of <see cref="BackButtonVisibility"/> being set to hidden. /// </remarks> bool AllowUserExit { get; } /// <summary> /// Whether a footer (and a back button) should be displayed underneath the screen. /// </summary> /// <remarks> /// Temporarily, the footer's own back button is shown regardless of whether <see cref="BackButtonVisibility"/> is set to hidden. /// This will be corrected as the footer becomes used more commonly. /// </remarks> bool ShowFooter { get; } /// <summary> /// Whether a top-level component should be allowed to exit the current screen to, for example, /// complete an import. Note that this can be overridden by a user if they specifically request. /// </summary> bool AllowExternalScreenChange { get; } /// <summary> /// Whether this <see cref="OsuScreen"/> allows the cursor to be displayed. /// </summary> bool CursorVisible { get; } /// <summary> /// Whether all overlays should be hidden when this screen is entered or resumed. /// </summary> bool HideOverlaysOnEnter { get; } /// <summary> /// Whether the menu cursor should be hidden when non-mouse input is received. /// </summary> bool HideMenuCursorOnNonMouseInput { get; } /// <summary> /// On mobile phones, this specifies whether this <see cref="OsuScreen"/> requires the device to be in portrait orientation. /// Tablet devices are unaffected by this property. /// </summary> /// <remarks> /// By default, all screens in the game display in landscape orientation on phones. /// Setting this to <c>true</c> will display this screen in portrait orientation instead, /// and switch back to landscape when transitioning back to a regular non-portrait screen. /// </remarks> bool RequiresPortraitOrientation { get; } /// <summary> /// Whether overlays should be able to be opened when this screen is current. /// </summary> IBindable<OverlayActivation> OverlayActivationMode { get; } /// <summary> /// Whether the back button should be displayed in this screen. /// Note that this property is ignored when <see cref="ShowFooter"/> is <c>true</c>. /// </summary> // todo: make this work with footer. IBindable<bool> BackButtonVisibility { get; } /// <summary> /// The current <see cref="UserActivity"/> for this screen. /// </summary> Bindable<UserActivity> Activity { get; } /// <summary> /// The amount of parallax to be applied while this screen is displayed. /// </summary> float BackgroundParallaxAmount { get; } Bindable<WorkingBeatmap> Beatmap { get; } Bindable<RulesetInfo> Ruleset { get; } /// <summary> /// Buttons to be added to the game's footer toolbar. /// </summary> IReadOnlyList<ScreenFooterButton> CreateFooterButtons(); /// <summary> /// Whether mod track adjustments should be applied on entering this screen. /// A <see langword="null"/> value means that the parent screen's value of this setting will be used. /// </summary> bool? ApplyModTrackAdjustments { get; } /// <summary> /// Whether control of the global track should be allowed via the music controller / now playing overlay. /// A <see langword="null"/> value means that the parent screen's value of this setting will be used. /// </summary> bool? AllowGlobalTrackControl { get; } /// <summary> /// Invoked when the back button has been pressed to close any overlays before exiting this <see cref="IOsuScreen"/>. /// </summary> /// <remarks> /// If this <see cref="IOsuScreen"/> has not yet finished loading, the exit will occur immediately without this method being invoked. /// <para> /// Return <c>true</c> to block this <see cref="IOsuScreen"/> from being exited after closing an overlay. /// Return <c>false</c> if this <see cref="IOsuScreen"/> should continue exiting. /// </para> /// </remarks> bool OnBackButton(); } }