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osu-lazer/osu.Game/Screens/Play/ScreenSuspensionHandler.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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using System;
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using System.Diagnostics;
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using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Platform;
namespace osu.Game.Screens.Play
{
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/// <summary>
/// Ensures screen is not suspended / dimmed while gameplay is active.
/// </summary>
public class ScreenSuspensionHandler : Component
{
private readonly GameplayClockContainer gameplayClockContainer;
private Bindable<bool> isPaused;
[Resolved]
private GameHost host { get; set; }
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public ScreenSuspensionHandler([NotNull] GameplayClockContainer gameplayClockContainer)
{
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this.gameplayClockContainer = gameplayClockContainer ?? throw new ArgumentNullException(nameof(gameplayClockContainer));
}
protected override void LoadComplete()
{
base.LoadComplete();
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// This is the only usage game-wide of suspension changes.
// Assert to ensure we don't accidentally forget this in the future.
Debug.Assert(host.AllowScreenSuspension.Value);
isPaused = gameplayClockContainer.IsPaused.GetBoundCopy();
isPaused.BindValueChanged(paused => host.AllowScreenSuspension.Value = paused.NewValue, true);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
isPaused?.UnbindAll();
if (host != null)
host.AllowScreenSuspension.Value = true;
}
}
}