diff --git a/osu.Game.Rulesets.Osu/UI/OsuResumeOverlay.cs b/osu.Game.Rulesets.Osu/UI/OsuResumeOverlay.cs index 8347d255fa..3b18e41f30 100644 --- a/osu.Game.Rulesets.Osu/UI/OsuResumeOverlay.cs +++ b/osu.Game.Rulesets.Osu/UI/OsuResumeOverlay.cs @@ -38,9 +38,10 @@ namespace osu.Game.Rulesets.Osu.UI }); } - public override void Show() + protected override void PopIn() { - base.Show(); + base.PopIn(); + GameplayCursor.ActiveCursor.Hide(); cursorScaleContainer.MoveTo(GameplayCursor.ActiveCursor.Position); clickToResumeCursor.Appear(); @@ -55,13 +56,13 @@ namespace osu.Game.Rulesets.Osu.UI } } - public override void Hide() + protected override void PopOut() { + base.PopOut(); + localCursorContainer?.Expire(); localCursorContainer = null; - GameplayCursor.ActiveCursor.Show(); - - base.Hide(); + GameplayCursor?.ActiveCursor?.Show(); } protected override bool OnHover(HoverEvent e) => true; diff --git a/osu.Game.Tests/Visual/Gameplay/TestScenePause.cs b/osu.Game.Tests/Visual/Gameplay/TestScenePause.cs index 2df22df659..64022b2410 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestScenePause.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestScenePause.cs @@ -69,6 +69,24 @@ namespace osu.Game.Tests.Visual.Gameplay confirmClockRunning(true); } + [Test] + public void TestPauseWithResumeOverlay() + { + AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre)); + AddUntilStep("wait for hitobjects", () => Player.ScoreProcessor.Health.Value < 1); + + pauseAndConfirm(); + + resume(); + confirmClockRunning(false); + confirmPauseOverlayShown(false); + + pauseAndConfirm(); + + AddUntilStep("resume overlay is not active", () => Player.DrawableRuleset.ResumeOverlay.State.Value == Visibility.Hidden); + confirmPaused(); + } + [Test] public void TestResumeWithResumeOverlaySkipped() { diff --git a/osu.Game/Rulesets/UI/DrawableRuleset.cs b/osu.Game/Rulesets/UI/DrawableRuleset.cs index d5b3df27df..e005eea831 100644 --- a/osu.Game/Rulesets/UI/DrawableRuleset.cs +++ b/osu.Game/Rulesets/UI/DrawableRuleset.cs @@ -239,6 +239,12 @@ namespace osu.Game.Rulesets.UI continueResume(); } + public override void CancelResume() + { + // called if the user pauses while the resume overlay is open + ResumeOverlay?.Hide(); + } + /// /// Creates and adds the visual representation of a to this . /// @@ -453,6 +459,11 @@ namespace osu.Game.Rulesets.UI /// The action to run when resuming is to be completed. public abstract void RequestResume(Action continueResume); + /// + /// Invoked when the user requests to pause while the resume overlay is active. + /// + public abstract void CancelResume(); + /// /// Create a for the associated ruleset and link with this /// . diff --git a/osu.Game/Screens/Multi/Multiplayer.cs b/osu.Game/Screens/Multi/Multiplayer.cs index 5945e9de13..86d52ff791 100644 --- a/osu.Game/Screens/Multi/Multiplayer.cs +++ b/osu.Game/Screens/Multi/Multiplayer.cs @@ -167,14 +167,17 @@ namespace osu.Game.Screens.Multi public void APIStateChanged(IAPIProvider api, APIState state) { if (state != APIState.Online) - forcefullyExit(); + Schedule(forcefullyExit); } private void forcefullyExit() { // This is temporary since we don't currently have a way to force screens to be exited if (this.IsCurrentScreen()) - this.Exit(); + { + while (this.IsCurrentScreen()) + this.Exit(); + } else { this.MakeCurrent(); diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index f97114f929..7cc857130a 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -449,7 +449,12 @@ namespace osu.Game.Screens.Play { if (!canPause) return; - IsResuming = false; + if (IsResuming) + { + DrawableRuleset.CancelResume(); + IsResuming = false; + } + GameplayClockContainer.Stop(); PauseOverlay.Show(); lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;