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osu-lazer/osu.Game/Screens/Play/ResumeOverlay.cs

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// 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.
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#nullable disable
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using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
/// <summary>
/// An overlay which can be used to require further user actions before gameplay is resumed.
/// </summary>
public abstract class ResumeOverlay : VisibilityContainer
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{
public CursorContainer GameplayCursor { get; set; }
/// <summary>
/// The action to be performed to complete resuming.
/// </summary>
public Action ResumeAction { private get; set; }
public virtual CursorContainer LocalCursor => null;
protected const float TRANSITION_TIME = 500;
protected abstract string Message { get; }
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
protected ResumeOverlay()
{
RelativeSizeAxes = Axes.Both;
}
protected void Resume()
{
ResumeAction?.Invoke();
Hide();
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
AddRange(new Drawable[]
{
new OsuSpriteText
{
RelativePositionAxes = Axes.Both,
Y = 0.4f,
Text = Message,
Font = OsuFont.GetFont(size: 30),
Spacing = new Vector2(5, 0),
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Colour = colours.Yellow,
Shadow = true,
ShadowColour = new Color4(0, 0, 0, 0.25f)
}
});
}
protected override void PopIn() => this.FadeIn(TRANSITION_TIME, Easing.OutQuint);
protected override void PopOut() => this.FadeOut(TRANSITION_TIME, Easing.OutQuint);
}
}