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Move all pause logic into PauseContainer
This commit is contained in:
parent
88a70e407c
commit
41c252760d
@ -12,7 +12,7 @@ namespace osu.Desktop.VisualTests.Tests
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{
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public override string Description => @"Tests pause and fail overlays";
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private PauseOverlay pauseOverlay;
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private PauseContainer.PauseOverlay pauseOverlay;
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private FailOverlay failOverlay;
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private int retryCount;
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@ -22,7 +22,7 @@ namespace osu.Desktop.VisualTests.Tests
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retryCount = 0;
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Add(pauseOverlay = new PauseOverlay
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Add(pauseOverlay = new PauseContainer.PauseOverlay
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{
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OnResume = () => Logger.Log(@"Resume"),
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OnRetry = () => Logger.Log(@"Retry"),
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@ -41,12 +41,11 @@ namespace osu.Game.Screens.Play
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get { return isCounting; }
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set
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{
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if (value != isCounting)
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{
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isCounting = value;
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foreach (var child in Children)
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child.IsCounting = value;
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}
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if (value == isCounting) return;
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isCounting = value;
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foreach (var child in Children)
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child.IsCounting = value;
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}
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}
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@ -8,11 +8,11 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Screens.Play.Pause;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Game.Graphics.UserInterface;
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namespace osu.Game.Screens.Play
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@ -89,7 +89,7 @@ namespace osu.Game.Screens.Play
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protected void AddButton(string text, Color4 colour, Action action)
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{
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Buttons.Add(new PauseButton
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Buttons.Add(new Button
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{
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Text = text,
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ButtonColour = colour,
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@ -179,12 +179,6 @@ namespace osu.Game.Screens.Play
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}
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}
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},
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new PauseProgressBar
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{
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Width = 1f
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}
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};
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Retries = 0;
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@ -195,5 +189,15 @@ namespace osu.Game.Screens.Play
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AlwaysReceiveInput = true;
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RelativeSizeAxes = Axes.Both;
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}
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public class Button : DialogButton
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{
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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SampleHover = audio.Sample.Get(@"Menu/menuclick");
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SampleClick = audio.Sample.Get(@"Menu/menuback");
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}
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}
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}
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}
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@ -1,19 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Game.Graphics.UserInterface;
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namespace osu.Game.Screens.Play.Pause
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{
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public class PauseButton : DialogButton
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{
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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SampleHover = audio.Sample.Get(@"Menu/menuclick");
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SampleClick = audio.Sample.Get(@"Menu/menuback");
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}
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}
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}
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@ -1,149 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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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.Sprites;
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using osu.Game.Beatmaps;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play.Pause
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{
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public class PauseProgressBar : Container
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{
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private readonly Color4 fillColour = new Color4(221, 255, 255, 255);
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private readonly Color4 glowColour = new Color4(221, 255, 255, 150);
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private readonly Container fill;
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private WorkingBeatmap current;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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{
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current = osuGame.Beatmap.Value;
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}
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protected override void Update()
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{
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base.Update();
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if (current?.TrackLoaded ?? false)
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{
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fill.Width = (float)(current.Track.CurrentTime / current.Track.Length);
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}
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}
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public PauseProgressBar()
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{
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RelativeSizeAxes = Axes.X;
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Height = 60;
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Children = new Drawable[]
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{
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new PauseProgressGraph
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{
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Height = 35,
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Margin = new MarginPadding
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{
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Bottom = 5
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}
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},
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new Container
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{
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Origin = Anchor.BottomRight,
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Anchor = Anchor.BottomRight,
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RelativeSizeAxes = Axes.X,
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Height = 5,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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Alpha = 0.5f
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}
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}
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},
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fill = new Container
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{
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Width = 0,
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Height = 60,
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Children = new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Masking = true,
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Children = new Drawable[]
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{
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new Container
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Height = 5,
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Masking = true,
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EdgeEffect = new EdgeEffect
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{
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Type = EdgeEffectType.Glow,
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Colour = glowColour,
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Radius = 5
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},
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = fillColour
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}
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}
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}
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}
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},
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new Container
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{
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Origin = Anchor.BottomRight,
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Anchor = Anchor.BottomRight,
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Width = 2,
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Height = 35,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.White
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},
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new Container
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{
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.TopCentre,
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Width = 14,
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Height = 25,
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CornerRadius = 5,
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Masking = true,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.White
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}
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}
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}
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}
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}
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}
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}
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};
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}
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}
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}
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@ -1,12 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Screens.Play.Pause
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{
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public class PauseProgressGraph : Container
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{
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// TODO: Implement the pause progress graph
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}
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}
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155
osu.Game/Screens/Play/PauseContainer.cs
Normal file
155
osu.Game/Screens/Play/PauseContainer.cs
Normal file
@ -0,0 +1,155 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Timing;
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using osu.Game.Graphics;
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using OpenTK.Graphics;
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using OpenTK.Input;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A container which handles pausing children, displaying a pause overlay with choices etc.
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/// This alleviates a lot of the intricate pause logic from being in <see cref="Player"/>
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/// </summary>
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public class PauseContainer : Container
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{
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public bool IsPaused { get; private set; }
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public bool AllowExit => IsPaused && pauseOverlay.Alpha == 1;
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public Func<bool> CheckCanPause;
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private const double pause_cooldown = 1000;
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private double lastPauseActionTime;
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private readonly PauseOverlay pauseOverlay;
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private readonly Container content;
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protected override Container<Drawable> Content => content;
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public int Retries { set { pauseOverlay.Retries = value; } }
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public bool CanPause => (CheckCanPause?.Invoke() ?? true) && Time.Current >= lastPauseActionTime + pause_cooldown;
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public Action OnRetry;
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public Action OnQuit;
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public Action OnResume;
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public Action OnPause;
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public IAdjustableClock AudioClock;
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public FramedClock FramedClock;
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public PauseContainer()
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{
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RelativeSizeAxes = Axes.Both;
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AddInternal(content = new Container { RelativeSizeAxes = Axes.Both });
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AddInternal(pauseOverlay = new PauseOverlay
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{
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OnResume = delegate
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{
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Delay(400);
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Schedule(Resume);
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},
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OnRetry = () => OnRetry(),
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OnQuit = () => OnQuit(),
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});
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}
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public void Pause(bool force = false)
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{
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if (!CanPause && !force) return;
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if (IsPaused) return;
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// stop the decoupled clock (stops the audio eventually)
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AudioClock.Stop();
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// stop processing updatess on the offset clock (instantly freezes time for all our components)
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FramedClock.ProcessSourceClockFrames = false;
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IsPaused = true;
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// we need to do a final check after all of our children have processed up to the paused clock time.
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// this is to cover cases where, for instance, the player fails in the current processing frame.
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Schedule(() =>
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{
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if (!CanPause) return;
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lastPauseActionTime = Time.Current;
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OnPause?.Invoke();
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pauseOverlay.Show();
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});
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}
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public void Resume()
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{
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if (!IsPaused) return;
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IsPaused = false;
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FramedClock.ProcessSourceClockFrames = true;
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lastPauseActionTime = Time.Current;
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OnResume?.Invoke();
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pauseOverlay.Hide();
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AudioClock.Start();
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}
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private OsuGameBase game;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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this.game = game;
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}
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protected override void Update()
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{
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// eagerly pause when we lose window focus (if we are locally playing).
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if (!game.IsActive && CanPause)
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Pause();
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base.Update();
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}
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public class PauseOverlay : MenuOverlay
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{
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public Action OnResume;
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public override string Header => "paused";
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public override string Description => "you're not going to do what i think you're going to do, are ya?";
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (!args.Repeat && args.Key == Key.Escape)
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{
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Buttons.Children.First().TriggerClick();
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return true;
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}
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return base.OnKeyDown(state, args);
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AddButton("Continue", colours.Green, OnResume);
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AddButton("Retry", colours.YellowDark, OnRetry);
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AddButton("Quit", new Color4(170, 27, 39, 255), OnQuit);
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}
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}
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}
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}
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@ -1,40 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Graphics;
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using OpenTK.Input;
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using OpenTK.Graphics;
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using osu.Framework.Allocation;
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namespace osu.Game.Screens.Play
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{
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public class PauseOverlay : MenuOverlay
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{
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public Action OnResume;
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public override string Header => "paused";
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public override string Description => "you're not going to do what i think you're going to do, are ya?";
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (!args.Repeat && args.Key == Key.Escape)
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{
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Buttons.Children.First().TriggerClick();
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return true;
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}
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return base.OnKeyDown(state, args);
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AddButton("Continue", colours.Green, OnResume);
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AddButton("Retry", colours.YellowDark, OnRetry);
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AddButton("Quit", new Color4(170, 27, 39, 255), OnQuit);
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}
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}
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}
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@ -32,29 +32,24 @@ namespace osu.Game.Screens.Play
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internal override bool ShowOverlays => false;
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internal override bool HasLocalCursorDisplayed => !IsPaused && !HasFailed && HitRenderer.ProvidingUserCursor;
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internal override bool HasLocalCursorDisplayed => !pauseContainer.IsPaused && !HasFailed && HitRenderer.ProvidingUserCursor;
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public BeatmapInfo BeatmapInfo;
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public Action RestartRequested;
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public bool IsPaused { get; private set; }
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internal override bool AllowRulesetChange => false;
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public bool HasFailed { get; private set; }
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public int RestartCount;
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private const double pause_cooldown = 1000;
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private double lastPauseActionTime;
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private bool canPause => ValidForResume && !HasFailed && Time.Current >= lastPauseActionTime + pause_cooldown;
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private IAdjustableClock adjustableSourceClock;
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private FramedOffsetClock offsetClock;
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private DecoupleableInterpolatingFramedClock decoupledClock;
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private PauseContainer pauseContainer;
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private RulesetInfo ruleset;
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private ScoreProcessor scoreProcessor;
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@ -70,10 +65,7 @@ namespace osu.Game.Screens.Play
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private SkipButton skipButton;
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private Container hitRendererContainer;
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private HUDOverlay hudOverlay;
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private PauseOverlay pauseOverlay;
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private FailOverlay failOverlay;
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[BackgroundDependencyLoader(permitNulls: true)]
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@ -152,14 +144,63 @@ namespace osu.Game.Screens.Play
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decoupledClock.ChangeSource(adjustableSourceClock);
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});
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scoreProcessor = HitRenderer.CreateScoreProcessor();
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hudOverlay = new StandardHUDOverlay()
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Children = new Drawable[]
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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pauseContainer = new PauseContainer
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{
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AudioClock = decoupledClock,
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FramedClock = offsetClock,
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OnRetry = Restart,
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OnQuit = Exit,
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CheckCanPause = () => ValidForResume && !HasFailed,
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Retries = RestartCount,
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OnPause = () => {
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hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
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},
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OnResume = () => {
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hudOverlay.KeyCounter.IsCounting = true;
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},
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Children = new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Clock = offsetClock,
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Children = new Drawable[]
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{
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HitRenderer,
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skipButton = new SkipButton
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||||
{
|
||||
Alpha = 0,
|
||||
Margin = new MarginPadding { Bottom = 140 } // this is temporary
|
||||
},
|
||||
}
|
||||
},
|
||||
hudOverlay = new StandardHUDOverlay
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre
|
||||
},
|
||||
}
|
||||
},
|
||||
failOverlay = new FailOverlay
|
||||
{
|
||||
OnRetry = Restart,
|
||||
OnQuit = Exit,
|
||||
},
|
||||
new HotkeyRetryOverlay
|
||||
{
|
||||
Action = () => {
|
||||
//we want to hide the hitrenderer immediately (looks better).
|
||||
//we may be able to remove this once the mouse cursor trail is improved.
|
||||
HitRenderer?.Hide();
|
||||
Restart();
|
||||
},
|
||||
}
|
||||
};
|
||||
|
||||
scoreProcessor = HitRenderer.CreateScoreProcessor();
|
||||
|
||||
hudOverlay.KeyCounter.Add(rulesetInstance.CreateGameplayKeys());
|
||||
hudOverlay.BindProcessor(scoreProcessor);
|
||||
hudOverlay.BindHitRenderer(HitRenderer);
|
||||
@ -176,61 +217,6 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
//bind ScoreProcessor to ourselves (for a fail situation)
|
||||
scoreProcessor.Failed += onFail;
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
hitRendererContainer = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Clock = offsetClock,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
HitRenderer,
|
||||
skipButton = new SkipButton { Alpha = 0 },
|
||||
}
|
||||
},
|
||||
}
|
||||
},
|
||||
hudOverlay,
|
||||
pauseOverlay = new PauseOverlay
|
||||
{
|
||||
OnResume = delegate
|
||||
{
|
||||
Delay(400);
|
||||
Schedule(Resume);
|
||||
},
|
||||
OnRetry = Restart,
|
||||
OnQuit = Exit,
|
||||
},
|
||||
failOverlay = new FailOverlay
|
||||
{
|
||||
OnRetry = Restart,
|
||||
OnQuit = Exit,
|
||||
},
|
||||
new HotkeyRetryOverlay
|
||||
{
|
||||
Action = () => {
|
||||
//we want to hide the hitrenderer immediately (looks better).
|
||||
//we may be able to remove this once the mouse cursor trail is improved.
|
||||
HitRenderer?.Hide();
|
||||
Restart();
|
||||
},
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
// eagerly pause when we lose window focus (if we are locally playing).
|
||||
if (!Game.IsActive && !HitRenderer.HasReplayLoaded)
|
||||
Pause();
|
||||
|
||||
base.Update();
|
||||
}
|
||||
|
||||
private void initializeSkipButton()
|
||||
@ -260,48 +246,6 @@ namespace osu.Game.Screens.Play
|
||||
skipButton.Expire();
|
||||
}
|
||||
|
||||
public void Pause(bool force = false)
|
||||
{
|
||||
if (!canPause && !force) return;
|
||||
|
||||
if (IsPaused) return;
|
||||
|
||||
// stop the decoupled clock (stops the audio eventually)
|
||||
decoupledClock.Stop();
|
||||
|
||||
// stop processing updatess on the offset clock (instantly freezes time for all our components)
|
||||
offsetClock.ProcessSourceClockFrames = false;
|
||||
|
||||
IsPaused = true;
|
||||
|
||||
// we need to do a final check after all of our children have processed up to the paused clock time.
|
||||
// this is to cover cases where, for instance, the player fails in the current processing frame.
|
||||
Schedule(() =>
|
||||
{
|
||||
if (!canPause) return;
|
||||
|
||||
lastPauseActionTime = Time.Current;
|
||||
hudOverlay.KeyCounter.IsCounting = false;
|
||||
hudOverlay.Progress.Show();
|
||||
pauseOverlay.Retries = RestartCount;
|
||||
pauseOverlay.Show();
|
||||
});
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
if (!IsPaused) return;
|
||||
|
||||
IsPaused = false;
|
||||
offsetClock.ProcessSourceClockFrames = true;
|
||||
|
||||
lastPauseActionTime = Time.Current;
|
||||
hudOverlay.KeyCounter.IsCounting = true;
|
||||
hudOverlay.Progress.Hide();
|
||||
pauseOverlay.Hide();
|
||||
decoupledClock.Start();
|
||||
}
|
||||
|
||||
public void Restart()
|
||||
{
|
||||
ValidForResume = false;
|
||||
@ -367,8 +311,8 @@ namespace osu.Game.Screens.Play
|
||||
initializeSkipButton();
|
||||
});
|
||||
|
||||
hitRendererContainer.Alpha = 0;
|
||||
hitRendererContainer.FadeIn(750, EasingTypes.OutQuint);
|
||||
pauseContainer.Alpha = 0;
|
||||
pauseContainer.FadeIn(750, EasingTypes.OutQuint);
|
||||
}
|
||||
|
||||
protected override void OnSuspending(Screen next)
|
||||
@ -379,23 +323,14 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
protected override bool OnExiting(Screen next)
|
||||
{
|
||||
if (!HasFailed && ValidForResume)
|
||||
if (HasFailed || !ValidForResume || pauseContainer.AllowExit || HitRenderer.HasReplayLoaded)
|
||||
{
|
||||
if (pauseOverlay != null && !HitRenderer.HasReplayLoaded)
|
||||
{
|
||||
//pause screen override logic.
|
||||
if (pauseOverlay?.State == Visibility.Hidden && !canPause) return true;
|
||||
|
||||
if (!IsPaused) // For if the user presses escape quickly when entering the map
|
||||
{
|
||||
Pause();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
fadeOut();
|
||||
return base.OnExiting(next);
|
||||
}
|
||||
|
||||
fadeOut();
|
||||
return base.OnExiting(next);
|
||||
pauseContainer.Pause();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void fadeOut()
|
||||
@ -410,6 +345,6 @@ namespace osu.Game.Screens.Play
|
||||
Background?.FadeTo(1f, fade_out_duration);
|
||||
}
|
||||
|
||||
protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused;
|
||||
protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !pauseContainer.IsPaused;
|
||||
}
|
||||
}
|
||||
|
@ -31,6 +31,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
public Action<double> OnSeek;
|
||||
|
||||
public override bool HandleInput => AllowSeeking;
|
||||
|
||||
private IClock audioClock;
|
||||
public IClock AudioClock { set { audioClock = info.AudioClock = value; } }
|
||||
|
||||
|
@ -231,6 +231,7 @@
|
||||
<Compile Include="Screens\Charts\ChartInfo.cs" />
|
||||
<Compile Include="Screens\Edit\Editor.cs" />
|
||||
<Compile Include="Screens\Play\HotkeyRetryOverlay.cs" />
|
||||
<Compile Include="Screens\Play\PauseContainer.cs" />
|
||||
<Compile Include="Screens\Play\SongProgressInfo.cs" />
|
||||
<Compile Include="Screens\Play\HUD\ModDisplay.cs" />
|
||||
<Compile Include="Screens\Play\SquareGraph.cs" />
|
||||
@ -254,8 +255,6 @@
|
||||
<Compile Include="Screens\Play\FailOverlay.cs" />
|
||||
<Compile Include="Screens\Play\MenuOverlay.cs" />
|
||||
<Compile Include="Screens\Play\KeyConversionInputManager.cs" />
|
||||
<Compile Include="Screens\Play\PauseOverlay.cs" />
|
||||
<Compile Include="Screens\Play\Pause\PauseButton.cs" />
|
||||
<Compile Include="Screens\Play\PlayerInputManager.cs" />
|
||||
<Compile Include="Screens\Play\PlayerLoader.cs" />
|
||||
<Compile Include="Screens\Play\ReplayPlayer.cs" />
|
||||
@ -395,8 +394,6 @@
|
||||
<Compile Include="Screens\Play\SongProgress.cs" />
|
||||
<Compile Include="Screens\Play\SongProgressGraph.cs" />
|
||||
<Compile Include="Screens\Play\SongProgressBar.cs" />
|
||||
<Compile Include="Screens\Play\Pause\PauseProgressBar.cs" />
|
||||
<Compile Include="Screens\Play\Pause\PauseProgressGraph.cs" />
|
||||
<Compile Include="Overlays\Mods\ModSelectOverlay.cs" />
|
||||
<Compile Include="Rulesets\Mods\Mod.cs" />
|
||||
<Compile Include="Overlays\Mods\ModButtonEmpty.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user