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Maintain the current gameplay state in OsuGame

This commit is contained in:
Shane Woolcock 2020-10-06 22:39:35 +10:30
parent 782fc1d60f
commit 478f2dec96
5 changed files with 33 additions and 25 deletions

View File

@ -70,7 +70,7 @@ namespace osu.Game.Configuration
Set(OsuSetting.MouseDisableButtons, false);
Set(OsuSetting.MouseDisableWheel, false);
Set(OsuSetting.ConfineMouseMode, OsuConfineMouseMode.WhenOverlaysDisabled);
Set(OsuSetting.ConfineMouseMode, OsuConfineMouseMode.DuringGameplay);
// Graphics
Set(OsuSetting.ShowFpsDisplay, false);

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@ -7,30 +7,29 @@ using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Game.Configuration;
using osu.Game.Overlays;
namespace osu.Game.Input
{
/// <summary>
/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>,
/// while binding <see cref="OsuGame.OverlayActivationMode"/>.
/// It is assumed that while overlay activation is <see cref="OverlayActivation.Disabled"/>, we should also confine the
/// mouse cursor if it has been requested with <see cref="OsuConfineMouseMode.WhenOverlaysDisabled"/>.
/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>.
/// If <see cref="OsuGame.IsGameplay"/> is true, we should also confine the mouse cursor if it has been
/// requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
/// </summary>
public class ConfineMouseTracker : Component
{
private Bindable<ConfineMouseMode> frameworkConfineMode;
private Bindable<OsuConfineMouseMode> osuConfineMode;
private IBindable<OverlayActivation> overlayActivationMode;
private IBindable<bool> isGameplay;
[BackgroundDependencyLoader]
private void load(OsuGame game, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
{
frameworkConfineMode = frameworkConfigManager.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode);
osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
isGameplay = game.IsGameplay.GetBoundCopy();
osuConfineMode.ValueChanged += _ => updateConfineMode();
overlayActivationMode = game.OverlayActivationMode.GetBoundCopy();
overlayActivationMode.BindValueChanged(_ => updateConfineMode(), true);
isGameplay.BindValueChanged(_ => updateConfineMode(), true);
}
private void updateConfineMode()
@ -45,8 +44,8 @@ namespace osu.Game.Input
frameworkConfineMode.Value = ConfineMouseMode.Fullscreen;
break;
case OsuConfineMouseMode.WhenOverlaysDisabled:
frameworkConfineMode.Value = overlayActivationMode?.Value == OverlayActivation.Disabled ? ConfineMouseMode.Always : ConfineMouseMode.Never;
case OsuConfineMouseMode.DuringGameplay:
frameworkConfineMode.Value = isGameplay.Value ? ConfineMouseMode.Always : ConfineMouseMode.Never;
break;
case OsuConfineMouseMode.Always:

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@ -23,11 +23,11 @@ namespace osu.Game.Input
Fullscreen,
/// <summary>
/// The mouse cursor will be locked to the window bounds while overlays are disabled,
/// The mouse cursor will be locked to the window bounds during gameplay,
/// but may otherwise move freely.
/// </summary>
[Description("During Gameplay")]
WhenOverlaysDisabled,
DuringGameplay,
/// <summary>
/// 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
/// </summary>
public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
/// <summary>
/// Whether gameplay is currently active.
/// </summary>
public readonly Bindable<bool> IsGameplay = new BindableBool();
protected OsuScreenStack ScreenStack;
protected BackButton BackButton;

View File

@ -68,6 +68,8 @@ namespace osu.Game.Screens.Play
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
private readonly Bindable<bool> isGameplay = new Bindable<bool>();
public int RestartCount;
[Resolved]
@ -156,7 +158,7 @@ namespace osu.Game.Screens.Play
}
[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager config)
private void load(AudioManager audio, OsuConfigManager config, OsuGame game)
{
Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
@ -172,6 +174,8 @@ namespace osu.Game.Screens.Play
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
isGameplay.BindTo(game.IsGameplay);
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
ScoreProcessor = ruleset.CreateScoreProcessor();
@ -219,9 +223,9 @@ namespace osu.Game.Screens.Play
skipOverlay.Hide();
}
DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode());
breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode());
DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
breakTracker.IsBreakTime.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
@ -353,14 +357,11 @@ namespace osu.Game.Screens.Play
HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
}
private void updateOverlayActivationMode()
private void updateGameplayState()
{
bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value;
if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays)
OverlayActivationMode.Value = OverlayActivation.UserTriggered;
else
OverlayActivationMode.Value = OverlayActivation.Disabled;
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value;
OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
isGameplay.Value = inGameplay;
}
private void updatePauseOnFocusLostState() =>
@ -657,7 +658,7 @@ namespace osu.Game.Screens.Play
foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
mod.ApplyToTrack(musicController.CurrentTrack);
updateOverlayActivationMode();
updateGameplayState();
}
public override void OnSuspending(IScreen next)
@ -693,6 +694,9 @@ namespace osu.Game.Screens.Play
musicController.ResetTrackAdjustments();
// Ensure we reset the IsGameplay state
isGameplay.Value = false;
fadeOut();
return base.OnExiting(next);
}