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Maintain the current gameplay state in OsuGame
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782fc1d60f
commit
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@ -70,7 +70,7 @@ namespace osu.Game.Configuration
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Set(OsuSetting.MouseDisableButtons, false);
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Set(OsuSetting.MouseDisableWheel, false);
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Set(OsuSetting.ConfineMouseMode, OsuConfineMouseMode.WhenOverlaysDisabled);
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Set(OsuSetting.ConfineMouseMode, OsuConfineMouseMode.DuringGameplay);
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// Graphics
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Set(OsuSetting.ShowFpsDisplay, false);
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@ -7,30 +7,29 @@ using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Configuration;
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using osu.Game.Overlays;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>,
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/// while binding <see cref="OsuGame.OverlayActivationMode"/>.
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/// It is assumed that while overlay activation is <see cref="OverlayActivation.Disabled"/>, we should also confine the
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/// mouse cursor if it has been requested with <see cref="OsuConfineMouseMode.WhenOverlaysDisabled"/>.
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/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>.
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/// If <see cref="OsuGame.IsGameplay"/> is true, we should also confine the mouse cursor if it has been
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/// requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
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/// </summary>
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public class ConfineMouseTracker : Component
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{
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private Bindable<ConfineMouseMode> frameworkConfineMode;
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private Bindable<OsuConfineMouseMode> osuConfineMode;
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private IBindable<OverlayActivation> overlayActivationMode;
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private IBindable<bool> isGameplay;
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[BackgroundDependencyLoader]
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private void load(OsuGame game, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
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{
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frameworkConfineMode = frameworkConfigManager.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode);
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osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
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isGameplay = game.IsGameplay.GetBoundCopy();
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osuConfineMode.ValueChanged += _ => updateConfineMode();
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overlayActivationMode = game.OverlayActivationMode.GetBoundCopy();
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overlayActivationMode.BindValueChanged(_ => updateConfineMode(), true);
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isGameplay.BindValueChanged(_ => updateConfineMode(), true);
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}
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private void updateConfineMode()
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@ -45,8 +44,8 @@ namespace osu.Game.Input
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frameworkConfineMode.Value = ConfineMouseMode.Fullscreen;
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break;
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case OsuConfineMouseMode.WhenOverlaysDisabled:
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frameworkConfineMode.Value = overlayActivationMode?.Value == OverlayActivation.Disabled ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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case OsuConfineMouseMode.DuringGameplay:
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frameworkConfineMode.Value = isGameplay.Value ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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break;
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case OsuConfineMouseMode.Always:
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@ -23,11 +23,11 @@ namespace osu.Game.Input
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Fullscreen,
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/// <summary>
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/// The mouse cursor will be locked to the window bounds while overlays are disabled,
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/// The mouse cursor will be locked to the window bounds during gameplay,
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/// but may otherwise move freely.
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/// </summary>
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[Description("During Gameplay")]
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WhenOverlaysDisabled,
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DuringGameplay,
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/// <summary>
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/// The mouse cursor will always be locked to the window bounds while the game has focus.
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@ -97,6 +97,11 @@ namespace osu.Game
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/// </summary>
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public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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/// <summary>
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/// Whether gameplay is currently active.
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/// </summary>
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public readonly Bindable<bool> IsGameplay = new BindableBool();
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protected OsuScreenStack ScreenStack;
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protected BackButton BackButton;
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@ -68,6 +68,8 @@ namespace osu.Game.Screens.Play
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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private readonly Bindable<bool> isGameplay = new Bindable<bool>();
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public int RestartCount;
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[Resolved]
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@ -156,7 +158,7 @@ namespace osu.Game.Screens.Play
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager config)
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private void load(AudioManager audio, OsuConfigManager config, OsuGame game)
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{
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Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
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@ -172,6 +174,8 @@ namespace osu.Game.Screens.Play
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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isGameplay.BindTo(game.IsGameplay);
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
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ScoreProcessor = ruleset.CreateScoreProcessor();
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@ -219,9 +223,9 @@ namespace osu.Game.Screens.Play
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skipOverlay.Hide();
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}
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DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode());
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breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode());
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DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
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breakTracker.IsBreakTime.BindValueChanged(_ => updateGameplayState());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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@ -353,14 +357,11 @@ namespace osu.Game.Screens.Play
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HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
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}
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private void updateOverlayActivationMode()
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private void updateGameplayState()
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{
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bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value;
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if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays)
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OverlayActivationMode.Value = OverlayActivation.UserTriggered;
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else
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OverlayActivationMode.Value = OverlayActivation.Disabled;
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bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value;
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OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
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isGameplay.Value = inGameplay;
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}
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private void updatePauseOnFocusLostState() =>
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@ -657,7 +658,7 @@ namespace osu.Game.Screens.Play
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foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
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mod.ApplyToTrack(musicController.CurrentTrack);
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updateOverlayActivationMode();
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updateGameplayState();
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}
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public override void OnSuspending(IScreen next)
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@ -693,6 +694,9 @@ namespace osu.Game.Screens.Play
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musicController.ResetTrackAdjustments();
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// Ensure we reset the IsGameplay state
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isGameplay.Value = false;
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fadeOut();
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return base.OnExiting(next);
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}
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