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Merge pull request #22079 from Joehuu/fix-pause-gameplay-action-not-closing
Make pause overlay close with pause gameplay action
This commit is contained in:
commit
3f2077a527
@ -5,6 +5,7 @@
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -34,6 +35,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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base.Content.Add(content = new GlobalCursorDisplay { RelativeSizeAxes = Axes.Both });
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0);
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}
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[SetUpSteps]
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public override void SetUpSteps()
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{
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@ -43,6 +50,22 @@ namespace osu.Game.Tests.Visual.Gameplay
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confirmClockRunning(true);
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}
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[Test]
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public void TestTogglePauseViaBackAction()
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{
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pauseViaBackAction();
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pauseViaBackAction();
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confirmPausedWithNoOverlay();
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}
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[Test]
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public void TestTogglePauseViaPauseGameplayAction()
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{
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pauseViaPauseGameplayAction();
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pauseViaPauseGameplayAction();
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confirmPausedWithNoOverlay();
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}
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[Test]
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public void TestPauseWithLargeOffset()
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{
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@ -144,7 +167,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddStep("disable pause support", () => Player.Configuration.AllowPause = false);
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pauseFromUserExitKey();
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pauseViaBackAction();
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confirmExited();
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}
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@ -156,7 +179,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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pauseAndConfirm();
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resume();
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pauseFromUserExitKey();
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pauseViaBackAction();
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confirmResumed();
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confirmNotExited();
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@ -170,7 +193,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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pauseAndConfirm();
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resume();
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AddStep("pause via exit key", () => Player.ExitViaQuickExit());
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exitViaQuickExitAction();
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confirmResumed();
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AddAssert("exited", () => !Player.IsCurrentScreen());
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@ -214,7 +237,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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confirmClockRunning(false);
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AddStep("exit via user pause", () => Player.ExitViaPause());
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pauseViaBackAction();
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confirmExited();
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}
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@ -224,11 +247,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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// will finish the fail animation and show the fail/pause screen.
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AddStep("attempt exit via pause key", () => Player.ExitViaPause());
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pauseViaBackAction();
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AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
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// will actually exit.
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AddStep("exit via pause key", () => Player.ExitViaPause());
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pauseViaBackAction();
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confirmExited();
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}
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@ -245,7 +268,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestQuickExitFromFailedGameplay()
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{
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("quick exit", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyExitOverlay>().First().Action?.Invoke());
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exitViaQuickExitAction();
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confirmExited();
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}
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@ -261,7 +284,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestQuickExitFromGameplay()
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{
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AddStep("quick exit", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyExitOverlay>().First().Action?.Invoke());
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exitViaQuickExitAction();
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confirmExited();
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}
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@ -327,7 +350,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void pauseAndConfirm()
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{
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pauseFromUserExitKey();
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pauseViaBackAction();
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confirmPaused();
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}
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@ -374,7 +397,17 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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private void restart() => AddStep("restart", () => Player.Restart());
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private void pauseFromUserExitKey() => AddStep("user pause", () => Player.ExitViaPause());
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private void pauseViaBackAction() => AddStep("press escape", () => InputManager.Key(Key.Escape));
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private void pauseViaPauseGameplayAction() => AddStep("press middle mouse", () => InputManager.Click(MouseButton.Middle));
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private void exitViaQuickExitAction() => AddStep("press ctrl-tilde", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.PressKey(Key.Tilde);
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InputManager.ReleaseKey(Key.Tilde);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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private void resume() => AddStep("resume", () => Player.Resume());
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private void confirmPauseOverlayShown(bool isShown) =>
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@ -405,10 +438,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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public bool PauseOverlayVisible => PauseOverlay.State.Value == Visibility.Visible;
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public void ExitViaPause() => PerformExit(true);
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public void ExitViaQuickExit() => PerformExit(false);
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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@ -5,6 +5,7 @@
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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@ -14,6 +15,7 @@ using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Graphics.UserInterfaceV2
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{
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@ -58,6 +60,14 @@ namespace osu.Game.Graphics.UserInterfaceV2
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this.FadeOut(fade_duration, Easing.OutQuint);
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.Key == Key.Escape)
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return false; // disable the framework-level handling of escape key for conformity (we use GlobalAction.Back).
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return base.OnKeyDown(e);
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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@ -68,7 +78,7 @@ namespace osu.Game.Graphics.UserInterfaceV2
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if (e.Action == GlobalAction.Back)
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{
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Hide();
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this.HidePopover();
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return true;
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}
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@ -155,9 +155,9 @@ namespace osu.Game.Localisation
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public static LocalisableString ToggleProfile => new TranslatableString(getKey(@"toggle_profile"), @"Toggle profile");
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/// <summary>
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/// "Pause gameplay"
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/// "Pause / resume gameplay"
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/// </summary>
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public static LocalisableString PauseGameplay => new TranslatableString(getKey(@"pause_gameplay"), @"Pause gameplay");
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public static LocalisableString PauseGameplay => new TranslatableString(getKey(@"pause_gameplay"), @"Pause / resume gameplay");
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/// <summary>
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/// "Setup mode"
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@ -44,7 +44,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// Action that is invoked when <see cref="GlobalAction.Back"/> is triggered.
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/// </summary>
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protected virtual Action BackAction => () => InternalButtons.Children.LastOrDefault()?.TriggerClick();
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protected virtual Action BackAction => () => InternalButtons.LastOrDefault()?.TriggerClick();
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/// <summary>
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/// Action that is invoked when <see cref="GlobalAction.Select"/> is triggered.
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@ -189,7 +189,7 @@ namespace osu.Game.Screens.Play
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InternalButtons.Add(button);
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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@ -8,8 +8,10 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Input.Bindings;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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@ -26,7 +28,7 @@ namespace osu.Game.Screens.Play
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private SkinnableSound pauseLoop;
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protected override Action BackAction => () => InternalButtons.Children.First().TriggerClick();
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protected override Action BackAction => () => InternalButtons.First().TriggerClick();
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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@ -56,5 +58,17 @@ namespace osu.Game.Screens.Play
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pauseLoop.VolumeTo(0, TRANSITION_DURATION, Easing.OutQuad).Finally(_ => pauseLoop.Stop());
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}
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public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.PauseGameplay:
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InternalButtons.First().TriggerClick();
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return true;
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}
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return base.OnPressed(e);
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}
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}
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}
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{
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var cursorDisplay = new GlobalCursorDisplay { RelativeSizeAxes = Axes.Both };
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cursorDisplay.Add(new OsuTooltipContainer(cursorDisplay.MenuCursor)
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cursorDisplay.Add(content = new OsuTooltipContainer(cursorDisplay.MenuCursor)
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{
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RelativeSizeAxes = Axes.Both,
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Child = mainContent
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});
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mainContent = cursorDisplay;
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mainContent.Add(cursorDisplay);
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}
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if (CreateNestedActionContainer)
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mainContent = new GlobalActionContainer(null).WithChild(mainContent);
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mainContent.Add(new GlobalActionContainer(null));
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base.Content.AddRange(new Drawable[]
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{
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