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mirror of https://github.com/ppy/osu.git synced 2025-01-28 06:03:08 +08:00

Add debouncing to player loading

Allows the mouse to temporarily exit and re-enter overlay elements without triggering a load
This commit is contained in:
Dean Herbert 2018-03-08 20:28:55 +09:00
parent d3e91024a7
commit 94ed4ab01b

View File

@ -13,6 +13,7 @@ using osu.Game.Graphics.Sprites;
using osu.Game.Screens.Backgrounds;
using OpenTK;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play.PlayerSettings;
@ -51,6 +52,7 @@ namespace osu.Game.Screens.Play
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
});
Add(new VisualSettings
{
Anchor = Anchor.TopRight,
@ -100,7 +102,7 @@ namespace osu.Game.Screens.Play
contentIn();
info.Delay(750).FadeIn(500);
this.Delay(2150).Schedule(pushWhenLoaded);
this.Delay(1800).Schedule(pushWhenLoaded);
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
@ -129,29 +131,39 @@ namespace osu.Game.Screens.Play
return base.OnMouseUp(state, args);
}
private ScheduledDelegate pushDebounce;
private bool readyForPush => player.LoadState == LoadState.Ready && IsHovered && (!GetContainingInputManager().CurrentState.Mouse.HasAnyButtonPressed || weHandledMouseDown);
private void pushWhenLoaded()
{
if (player.LoadState != LoadState.Ready || !IsHovered || GetContainingInputManager().CurrentState.Mouse.HasAnyButtonPressed && !weHandledMouseDown)
Schedule(pushWhenLoaded);
if (!readyForPush)
{
Schedule(pushWhenLoaded);
pushDebounce?.Cancel();
pushDebounce = null;
return;
}
contentOut();
this.Delay(250).Schedule(() =>
if (pushDebounce == null) pushDebounce = Scheduler.AddDelayed(() =>
{
if (!IsCurrentScreen) return;
contentOut();
if (!Push(player))
Exit();
else
this.Delay(250).Schedule(() =>
{
//By default, we want to load the player and never be returned to.
//Note that this may change if the player we load requested a re-run.
ValidForResume = false;
}
});
if (!IsCurrentScreen) return;
if (!Push(player))
Exit();
else
{
//By default, we want to load the player and never be returned to.
//Note that this may change if the player we load requested a re-run.
ValidForResume = false;
}
});
}, 500);
}
protected override bool OnExiting(Screen next)