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Merge pull request #23647 from peppy/pause-screen-progress

Show current progress on pause screen
This commit is contained in:
Bartłomiej Dach 2023-05-26 19:36:30 +02:00 committed by GitHub
commit 574ecf939c
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 40 additions and 9 deletions

View File

@ -12,6 +12,7 @@ using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
@ -120,7 +121,7 @@ namespace osu.Game.Screens.Play
State.ValueChanged += _ => InternalButtons.Deselect();
updateRetryCount();
updateInfoText();
}
private int retries;
@ -135,11 +136,16 @@ namespace osu.Game.Screens.Play
retries = value;
if (IsLoaded)
updateRetryCount();
updateInfoText();
}
}
protected override void PopIn() => this.FadeIn(TRANSITION_DURATION, Easing.In);
protected override void PopIn()
{
this.FadeIn(TRANSITION_DURATION, Easing.In);
updateInfoText();
}
protected override void PopOut() => this.FadeOut(TRANSITION_DURATION, Easing.In);
// Don't let mouse down events through the overlay or people can click circles while paused.
@ -194,14 +200,39 @@ namespace osu.Game.Screens.Play
{
}
private void updateRetryCount()
{
// "You've retried 1,065 times in this session"
// "You've retried 1 time in this session"
[Resolved]
private IGameplayClock? gameplayClock { get; set; }
[Resolved]
private GameplayState? gameplayState { get; set; }
private void updateInfoText()
{
playInfoText.Clear();
playInfoText.AddText("Retry count: ");
playInfoText.AddText(retries.ToString(), cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
if (getSongProgress() is int progress)
{
playInfoText.NewLine();
playInfoText.AddText("Song progress: ");
playInfoText.AddText($"{progress}%", cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
}
}
private int? getSongProgress()
{
if (gameplayClock == null || gameplayState == null)
return null;
(double firstHitTime, double lastHitTime) = gameplayState.Beatmap.CalculatePlayableBounds();
double playableLength = (lastHitTime - firstHitTime);
if (playableLength == 0)
return 0;
return (int)Math.Clamp(((gameplayClock.CurrentTime - firstHitTime) / playableLength) * 100, 0, 100);
}
private partial class Button : DialogButton

View File

@ -145,12 +145,12 @@ namespace osu.Game.Screens.Play.HUD
double time = gameplayClock?.CurrentTime ?? Time.Current;
double songCurrentTime = time - startTime;
int currentPercent = Math.Max(0, Math.Min(100, (int)(songCurrentTime / songLength * 100)));
int currentPercent = songLength == 0 ? 0 : Math.Max(0, Math.Min(100, (int)(songCurrentTime / songLength * 100)));
int currentSecond = (int)Math.Floor(songCurrentTime / 1000.0);
if (currentPercent != previousPercent)
{
progress.Text = currentPercent + @"%";
progress.Text = $@"{currentPercent}%";
previousPercent = currentPercent;
}