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Don't automatically pause when window is inactive if in break t… (#7150)
Don't automatically pause when window is inactive if in break time Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
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commit
b28d029cb9
@ -285,8 +285,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected class PausePlayer : TestPlayer
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{
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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51
osu.Game.Tests/Visual/Gameplay/TestScenePauseWhenInactive.cs
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51
osu.Game.Tests/Visual/Gameplay/TestScenePauseWhenInactive.cs
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@ -0,0 +1,51 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[HeadlessTest] // we alter unsafe properties on the game host to test inactive window state.
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public class TestScenePauseWhenInactive : PlayerTestScene
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{
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protected new TestPlayer Player => (TestPlayer)base.Player;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = (Beatmap)base.CreateBeatmap(ruleset);
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beatmap.HitObjects.RemoveAll(h => h.StartTime < 30000);
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return beatmap;
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}
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[Resolved]
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private GameHost host { get; set; }
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public TestScenePauseWhenInactive()
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: base(new OsuRuleset())
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{
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}
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[Test]
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public void TestDoesntPauseDuringIntro()
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{
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AddStep("set inactive", () => ((Bindable<bool>)host.IsActive).Value = false);
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AddStep("resume player", () => Player.GameplayClockContainer.Start());
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AddAssert("ensure not paused", () => !Player.GameplayClockContainer.IsPaused.Value);
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AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
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AddAssert("time of pause is after gameplay start time", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= Player.DrawableRuleset.GameplayStartTime);
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}
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protected override Player CreatePlayer(Ruleset ruleset) => new TestPlayer(true, true, true);
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}
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}
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@ -135,7 +135,7 @@ namespace osu.Game.Screens.Play
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addGameplayComponents(GameplayClockContainer, working);
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addOverlayComponents(GameplayClockContainer, working);
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DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true);
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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@ -146,6 +146,7 @@ namespace osu.Game.Screens.Play
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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breakOverlay.IsBreakTime.ValueChanged += _ => updatePauseOnFocusLostState();
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}
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private void addUnderlayComponents(Container target)
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@ -241,6 +242,11 @@ namespace osu.Game.Screens.Play
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});
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}
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private void updatePauseOnFocusLostState() =>
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HUDOverlay.HoldToQuit.PauseOnFocusLost = PauseOnFocusLost
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&& !DrawableRuleset.HasReplayLoaded.Value
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&& !breakOverlay.IsBreakTime.Value;
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private WorkingBeatmap loadBeatmap()
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{
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WorkingBeatmap working = Beatmap.Value;
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@ -8,13 +8,16 @@ namespace osu.Game.Tests.Visual
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{
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public class TestPlayer : Player
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{
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protected override bool PauseOnFocusLost => false;
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protected override bool PauseOnFocusLost { get; }
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public new DrawableRuleset DrawableRuleset => base.DrawableRuleset;
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public TestPlayer(bool allowPause = true, bool showResults = true)
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public TestPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
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: base(allowPause, showResults)
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{
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PauseOnFocusLost = pauseOnFocusLost;
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}
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}
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}
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