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Merge pull request #13540 from peppy/player-pause-exit-results-flow-refactoring
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commit
880a008e01
@ -66,12 +66,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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[Test]
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public void TestStoryboardExitToSkipOutro()
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public void TestStoryboardExitDuringOutroStillExits()
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{
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CreateTest(null);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddStep("exit via pause", () => Player.ExitViaPause());
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AddAssert("score shown", () => Player.IsScoreShown);
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AddAssert("player exited", () => !Player.IsCurrentScreen() && Player.GetChildScreen() == null);
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}
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[TestCase(false)]
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@ -512,19 +512,25 @@ namespace osu.Game.Screens.Play
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}
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/// <summary>
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/// Exits the <see cref="Player"/>.
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/// Attempts to complete a user request to exit gameplay.
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/// </summary>
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/// <remarks>
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/// <list type="bullet">
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/// <item>This should only be called in response to a user interaction. Exiting is not guaranteed.</item>
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/// <item>This will interrupt any pending progression to the results screen, even if the transition has begun.</item>
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/// </list>
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/// </remarks>
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/// <param name="showDialogFirst">
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/// Whether the pause or fail dialog should be shown before performing an exit.
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/// If true and a dialog is not yet displayed, the exit will be blocked the the relevant dialog will display instead.
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/// If <see langword="true"/> and a dialog is not yet displayed, the exit will be blocked and the relevant dialog will display instead.
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/// </param>
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protected void PerformExit(bool showDialogFirst)
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{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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// if an exit has been requested, cancel any pending completion (the user has shown intention to exit).
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completionProgressDelegate?.Cancel();
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// there is a chance that the exit was performed after the transition to results has started.
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// we want to give the user what they want, so forcefully return to this screen (to proceed with the upwards exit process).
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// there is a chance that an exit request occurs after the transition to results has already started.
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// even in such a case, the user has shown intent, so forcefully return to this screen (to proceed with the upwards exit process).
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if (!this.IsCurrentScreen())
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{
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ValidForResume = false;
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@ -547,7 +553,7 @@ namespace osu.Game.Screens.Play
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return;
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}
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// there's a chance the pausing is not supported in the current state, at which point immediate exit should be preferred.
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// even if this call has requested a dialog, there is a chance the current player mode doesn't support pausing.
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if (pausingSupportedByCurrentState)
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{
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// in the case a dialog needs to be shown, attempt to pause and show it.
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@ -555,14 +561,12 @@ namespace osu.Game.Screens.Play
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Pause();
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return;
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}
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// if the score is ready for display but results screen has not been pushed yet (e.g. storyboard is still playing beyond gameplay), then transition to results screen instead of exiting.
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if (prepareScoreForDisplayTask != null && completionProgressDelegate == null)
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{
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updateCompletionState(true);
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}
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}
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// The actual exit is performed if
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// - the pause / fail dialog was not requested
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// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
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// - the pause / fail dialog was requested but couldn't be displayed due to the type or state of this Player instance.
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this.Exit();
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}
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