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Merge pull request #30073 from peppy/updates-outside-of-gameplay-only-2
Avoid updates (and update notifications) from appearing in more gameplay cases
This commit is contained in:
commit
b658d9a681
@ -6,28 +6,29 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game;
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using osu.Game.Screens.Play;
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namespace osu.Android
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{
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public partial class GameplayScreenRotationLocker : Component
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{
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private Bindable<bool> localUserPlaying = null!;
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private IBindable<LocalUserPlayingState> localUserPlaying = null!;
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[Resolved]
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private OsuGameActivity gameActivity { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load(OsuGame game)
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private void load(ILocalUserPlayInfo localUserPlayInfo)
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{
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localUserPlaying = game.LocalUserPlaying.GetBoundCopy();
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localUserPlaying = localUserPlayInfo.PlayingState.GetBoundCopy();
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localUserPlaying.BindValueChanged(updateLock, true);
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}
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private void updateLock(ValueChangedEvent<bool> userPlaying)
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private void updateLock(ValueChangedEvent<LocalUserPlayingState> userPlaying)
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{
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gameActivity.RunOnUiThread(() =>
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{
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gameActivity.RequestedOrientation = userPlaying.NewValue ? ScreenOrientation.Locked : gameActivity.DefaultOrientation;
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gameActivity.RequestedOrientation = userPlaying.NewValue != LocalUserPlayingState.NotPlaying ? ScreenOrientation.Locked : gameActivity.DefaultOrientation;
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});
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}
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}
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@ -25,6 +25,8 @@ namespace osu.Desktop.Updater
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[Resolved]
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private ILocalUserPlayInfo? localUserInfo { get; set; }
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private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying;
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private UpdateInfo? pendingUpdate;
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public VelopackUpdateManager()
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@ -43,7 +45,7 @@ namespace osu.Desktop.Updater
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protected override async Task<bool> PerformUpdateCheck() => await checkForUpdateAsync().ConfigureAwait(false);
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private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notification = null)
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private async Task<bool> checkForUpdateAsync()
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{
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// whether to check again in 30 minutes. generally only if there's an error or no update was found (yet).
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bool scheduleRecheck = false;
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@ -51,10 +53,10 @@ namespace osu.Desktop.Updater
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try
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{
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// Avoid any kind of update checking while gameplay is running.
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if (localUserInfo?.IsPlaying.Value == true)
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if (isInGameplay)
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{
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scheduleRecheck = true;
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return false;
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return true;
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}
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// TODO: we should probably be checking if there's a more recent update, rather than shortcutting here.
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@ -84,9 +86,7 @@ namespace osu.Desktop.Updater
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}
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// An update is found, let's notify the user and start downloading it.
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if (notification == null)
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{
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notification = new UpdateProgressNotification
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UpdateProgressNotification notification = new UpdateProgressNotification
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{
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CompletionClickAction = () =>
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{
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@ -95,16 +95,13 @@ namespace osu.Desktop.Updater
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},
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};
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Schedule(() => notificationOverlay.Post(notification));
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}
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runOutsideOfGameplay(() => notificationOverlay.Post(notification));
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notification.StartDownload();
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try
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{
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await updateManager.DownloadUpdatesAsync(pendingUpdate, p => notification.Progress = p / 100f).ConfigureAwait(false);
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notification.State = ProgressNotificationState.Completed;
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runOutsideOfGameplay(() => notification.State = ProgressNotificationState.Completed);
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}
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catch (Exception e)
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{
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@ -131,6 +128,17 @@ namespace osu.Desktop.Updater
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return true;
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}
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private void runOutsideOfGameplay(Action action)
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{
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if (isInGameplay)
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{
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Scheduler.AddDelayed(() => runOutsideOfGameplay(action), 1000);
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return;
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}
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action();
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}
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private async Task restartToApplyUpdate()
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{
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await updateManager.WaitExitThenApplyUpdatesAsync(pendingUpdate?.TargetFullRelease).ConfigureAwait(false);
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@ -13,7 +13,7 @@ namespace osu.Desktop.Windows
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public partial class GameplayWinKeyBlocker : Component
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{
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private Bindable<bool> disableWinKey = null!;
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private IBindable<bool> localUserPlaying = null!;
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private IBindable<LocalUserPlayingState> localUserPlaying = null!;
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private IBindable<bool> isActive = null!;
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[Resolved]
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@ -22,7 +22,7 @@ namespace osu.Desktop.Windows
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[BackgroundDependencyLoader]
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private void load(ILocalUserPlayInfo localUserInfo, OsuConfigManager config)
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{
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localUserPlaying = localUserInfo.IsPlaying.GetBoundCopy();
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localUserPlaying = localUserInfo.PlayingState.GetBoundCopy();
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localUserPlaying.BindValueChanged(_ => updateBlocking());
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isActive = host.IsActive.GetBoundCopy();
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@ -34,7 +34,7 @@ namespace osu.Desktop.Windows
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private void updateBlocking()
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{
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bool shouldDisable = isActive.Value && disableWinKey.Value && localUserPlaying.Value;
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bool shouldDisable = isActive.Value && disableWinKey.Value && localUserPlaying.Value == LocalUserPlayingState.Playing;
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if (shouldDisable)
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host.InputThread.Scheduler.Add(WindowsKey.Disable);
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@ -22,9 +22,9 @@ namespace osu.Game.Tests.Database
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[HeadlessTest]
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public partial class BackgroundDataStoreProcessorTests : OsuTestScene, ILocalUserPlayInfo
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{
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public IBindable<bool> IsPlaying => isPlaying;
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public IBindable<LocalUserPlayingState> PlayingState => isPlaying;
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private readonly Bindable<bool> isPlaying = new Bindable<bool>();
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private readonly Bindable<LocalUserPlayingState> isPlaying = new Bindable<LocalUserPlayingState>();
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private BeatmapSetInfo importedSet = null!;
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@ -37,7 +37,7 @@ namespace osu.Game.Tests.Database
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("Set not playing", () => isPlaying.Value = false);
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AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingState.NotPlaying);
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}
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[Test]
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@ -89,7 +89,7 @@ namespace osu.Game.Tests.Database
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});
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});
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AddStep("Set playing", () => isPlaying.Value = true);
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AddStep("Set playing", () => isPlaying.Value = LocalUserPlayingState.Playing);
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AddStep("Reset difficulty", () =>
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{
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@ -117,7 +117,7 @@ namespace osu.Game.Tests.Database
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});
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});
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AddStep("Set not playing", () => isPlaying.Value = false);
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AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingState.NotPlaying);
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AddUntilStep("wait for difficulties repopulated", () =>
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{
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@ -3,11 +3,13 @@
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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.Configuration;
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using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Input;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Tests.Input
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@ -15,9 +17,20 @@ namespace osu.Game.Tests.Input
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[HeadlessTest]
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public partial class ConfineMouseTrackerTest : OsuGameTestScene
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{
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private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
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[Resolved]
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private FrameworkConfigManager frameworkConfigManager { get; set; } = null!;
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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// a bit dodgy.
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AddStep("bind playing state", () => ((IBindable<LocalUserPlayingState>)playingState).BindTo(((ILocalUserPlayInfo)Game).PlayingState));
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}
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[TestCase(WindowMode.Windowed)]
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[TestCase(WindowMode.Borderless)]
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public void TestDisableConfining(WindowMode windowMode)
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@ -88,7 +101,7 @@ namespace osu.Game.Tests.Input
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=> AddStep($"set {mode} game-side", () => Game.LocalConfig.SetValue(OsuSetting.ConfineMouseMode, mode));
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private void setLocalUserPlayingTo(bool playing)
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=> AddStep($"local user {(playing ? "playing" : "not playing")}", () => Game.LocalUserPlaying.Value = playing);
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=> AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingState.Playing : LocalUserPlayingState.NotPlaying);
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private void gameSideModeIs(OsuConfineMouseMode mode)
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=> AddAssert($"mode is {mode} game-side", () => Game.LocalConfig.Get<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode) == mode);
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@ -1,8 +1,6 @@
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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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#nullable disable
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Overlays;
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@ -12,7 +10,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneOverlayActivation : OsuPlayerTestScene
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{
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protected new OverlayTestPlayer Player => base.Player as OverlayTestPlayer;
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protected new OverlayTestPlayer Player => (OverlayTestPlayer)base.Player;
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public override void SetUpSteps()
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{
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@ -25,14 +25,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[Cached(typeof(ILocalUserPlayInfo))]
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private ILocalUserPlayInfo localUserInfo;
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private readonly Bindable<bool> localUserPlaying = new Bindable<bool>();
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private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
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private TextBox textBox => chatDisplay.ChildrenOfType<TextBox>().First();
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public TestSceneGameplayChatDisplay()
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{
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var mockLocalUserInfo = new Mock<ILocalUserPlayInfo>();
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mockLocalUserInfo.SetupGet(i => i.IsPlaying).Returns(localUserPlaying);
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mockLocalUserInfo.SetupGet(i => i.PlayingState).Returns(playingState);
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localUserInfo = mockLocalUserInfo.Object;
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}
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@ -124,6 +124,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddAssert($"chat {(isFocused ? "focused" : "not focused")}", () => textBox.HasFocus == isFocused);
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private void setLocalUserPlaying(bool playing) =>
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AddStep($"local user {(playing ? "playing" : "not playing")}", () => localUserPlaying.Value = playing);
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AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingState.Playing : LocalUserPlayingState.NotPlaying);
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}
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}
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@ -606,7 +606,7 @@ namespace osu.Game.Database
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{
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// Importantly, also sleep if high performance session is active.
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// If we don't do this, memory usage can become runaway due to GC running in a more lenient mode.
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while (localUserPlayInfo?.IsPlaying.Value == true || highPerformanceSessionManager?.IsSessionActive == true)
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while (localUserPlayInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying || highPerformanceSessionManager?.IsSessionActive == true)
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{
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Logger.Log("Background processing sleeping due to active gameplay...");
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Thread.Sleep(TimeToSleepDuringGameplay);
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@ -15,7 +15,7 @@ namespace osu.Game.Input
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{
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/// <summary>
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/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>.
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/// If <see cref="OsuGame.LocalUserPlaying"/> is true, we should also confine the mouse cursor if it has been
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/// If <see cref="ILocalUserPlayInfo.PlayingState"/> is playing, we should also confine the mouse cursor if it has been
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/// requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
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/// </summary>
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public partial class ConfineMouseTracker : Component
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@ -25,7 +25,7 @@ namespace osu.Game.Input
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private Bindable<bool> frameworkMinimiseOnFocusLossInFullscreen;
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private Bindable<OsuConfineMouseMode> osuConfineMode;
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private IBindable<bool> localUserPlaying;
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private IBindable<LocalUserPlayingState> localUserPlaying;
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[BackgroundDependencyLoader]
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private void load(ILocalUserPlayInfo localUserInfo, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
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@ -37,7 +37,7 @@ namespace osu.Game.Input
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frameworkMinimiseOnFocusLossInFullscreen.BindValueChanged(_ => updateConfineMode());
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osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
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localUserPlaying = localUserInfo.IsPlaying.GetBoundCopy();
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localUserPlaying = localUserInfo.PlayingState.GetBoundCopy();
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osuConfineMode.ValueChanged += _ => updateConfineMode();
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localUserPlaying.BindValueChanged(_ => updateConfineMode(), true);
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@ -63,7 +63,7 @@ namespace osu.Game.Input
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break;
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case OsuConfineMouseMode.DuringGameplay:
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frameworkConfineMode.Value = localUserPlaying.Value ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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frameworkConfineMode.Value = localUserPlaying.Value == LocalUserPlayingState.Playing ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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break;
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case OsuConfineMouseMode.Always:
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@ -3,15 +3,16 @@
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using osu.Framework.Bindables;
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using osu.Framework.Input;
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using osu.Game.Screens.Play;
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using osuTK.Input;
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namespace osu.Game.Input
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{
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public partial class OsuUserInputManager : UserInputManager
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{
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protected override bool AllowRightClickFromLongTouch => !LocalUserPlaying.Value;
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protected override bool AllowRightClickFromLongTouch => PlayingState.Value != LocalUserPlayingState.Playing;
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public readonly BindableBool LocalUserPlaying = new BindableBool();
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public readonly IBindable<LocalUserPlayingState> PlayingState = new Bindable<LocalUserPlayingState>();
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internal OsuUserInputManager()
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{
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@ -175,14 +175,9 @@ namespace osu.Game
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/// </summary>
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public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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/// <summary>
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/// Whether the local user is currently interacting with the game in a way that should not be interrupted.
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/// </summary>
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/// <remarks>
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/// This is exclusively managed by <see cref="Player"/>. If other components are mutating this state, a more
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/// resilient method should be used to ensure correct state.
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/// </remarks>
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public Bindable<bool> LocalUserPlaying = new BindableBool();
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IBindable<LocalUserPlayingState> ILocalUserPlayInfo.PlayingState => playingState;
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private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
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protected OsuScreenStack ScreenStack;
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@ -302,7 +297,7 @@ namespace osu.Game
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protected override UserInputManager CreateUserInputManager()
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{
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var userInputManager = base.CreateUserInputManager();
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(userInputManager as OsuUserInputManager)?.LocalUserPlaying.BindTo(LocalUserPlaying);
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(userInputManager as OsuUserInputManager)?.PlayingState.BindTo(playingState);
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return userInputManager;
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}
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@ -391,11 +386,11 @@ namespace osu.Game
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// Transfer any runtime changes back to configuration file.
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SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID.ToString();
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LocalUserPlaying.BindValueChanged(p =>
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playingState.BindValueChanged(p =>
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{
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BeatmapManager.PauseImports = p.NewValue;
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SkinManager.PauseImports = p.NewValue;
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ScoreManager.PauseImports = p.NewValue;
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BeatmapManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
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SkinManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
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ScoreManager.PauseImports = p.NewValue != LocalUserPlayingState.NotPlaying;
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}, true);
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IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
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@ -1553,6 +1548,16 @@ namespace osu.Game
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scope.SetTag(@"screen", newScreen?.GetType().ReadableName() ?? @"none");
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});
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switch (current)
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{
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case Player player:
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player.PlayingState.UnbindFrom(playingState);
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// reset for sanity.
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playingState.Value = LocalUserPlayingState.NotPlaying;
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break;
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}
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switch (newScreen)
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{
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case IntroScreen intro:
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@ -1565,14 +1570,15 @@ namespace osu.Game
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versionManager?.Show();
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break;
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case Player player:
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player.PlayingState.BindTo(playingState);
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break;
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default:
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versionManager?.Hide();
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break;
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}
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// reset on screen change for sanity.
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LocalUserPlaying.Value = false;
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if (current is IOsuScreen currentOsuScreen)
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{
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OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);
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@ -1621,7 +1627,5 @@ namespace osu.Game
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if (newScreen == null)
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Exit();
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}
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IBindable<bool> ILocalUserPlayInfo.IsPlaying => LocalUserPlaying;
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}
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}
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|
@ -98,7 +98,7 @@ namespace osu.Game.Overlays
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apiUser.BindValueChanged(_ => Schedule(() =>
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{
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if (api.IsLoggedIn)
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replaceResultsAreaContent(Drawable.Empty());
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replaceResultsAreaContent(Empty());
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}));
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}
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|
@ -75,7 +75,7 @@ namespace osu.Game.Overlays.Chat
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Height = LineHeight,
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Colour = colourProvider?.Background5 ?? Colour4.White,
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},
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Drawable.Empty(),
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Empty(),
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new OsuSpriteText
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{
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Anchor = Anchor.CentreRight,
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@ -87,7 +87,7 @@ namespace osu.Game.Overlays.Chat
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}
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},
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},
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Drawable.Empty(),
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Empty(),
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new Circle
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{
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Anchor = Anchor.Centre,
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|
@ -66,7 +66,7 @@ namespace osu.Game.Overlays.Settings
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[BackgroundDependencyLoader]
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private void load()
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{
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||||
Size = new Vector2(SettingsSidebar.EXPANDED_WIDTH);
|
||||
Size = new Vector2(EXPANDED_WIDTH);
|
||||
|
||||
Padding = new MarginPadding(40);
|
||||
|
||||
|
@ -23,9 +23,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
[CanBeNull]
|
||||
private ILocalUserPlayInfo localUserInfo { get; set; }
|
||||
|
||||
private readonly IBindable<bool> localUserPlaying = new Bindable<bool>();
|
||||
private readonly IBindable<LocalUserPlayingState> localUserPlaying = new Bindable<LocalUserPlayingState>();
|
||||
|
||||
public override bool PropagatePositionalInputSubTree => !localUserPlaying.Value;
|
||||
public override bool PropagatePositionalInputSubTree => localUserPlaying.Value != LocalUserPlayingState.Playing;
|
||||
|
||||
public Bindable<bool> Expanded = new Bindable<bool>();
|
||||
|
||||
@ -58,7 +58,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
base.LoadComplete();
|
||||
|
||||
if (localUserInfo != null)
|
||||
localUserPlaying.BindTo(localUserInfo.IsPlaying);
|
||||
localUserPlaying.BindTo(localUserInfo.PlayingState);
|
||||
|
||||
localUserPlaying.BindValueChanged(playing =>
|
||||
{
|
||||
@ -67,7 +67,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
TextBox.HoldFocus = false;
|
||||
|
||||
// only hold focus (after sending a message) during breaks
|
||||
TextBox.ReleaseFocusOnCommit = playing.NewValue;
|
||||
TextBox.ReleaseFocusOnCommit = playing.NewValue == LocalUserPlayingState.Playing;
|
||||
}, true);
|
||||
|
||||
Expanded.BindValueChanged(_ => updateExpandedState(), true);
|
||||
|
@ -10,8 +10,8 @@ namespace osu.Game.Screens.Play
|
||||
public interface ILocalUserPlayInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// Whether the local user is currently playing.
|
||||
/// Whether the local user is currently interacting (playing) with the game in a way that should not be interrupted.
|
||||
/// </summary>
|
||||
IBindable<bool> IsPlaying { get; }
|
||||
IBindable<LocalUserPlayingState> PlayingState { get; }
|
||||
}
|
||||
}
|
||||
|
23
osu.Game/Screens/Play/LocalUserPlayingState.cs
Normal file
23
osu.Game/Screens/Play/LocalUserPlayingState.cs
Normal file
@ -0,0 +1,23 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public enum LocalUserPlayingState
|
||||
{
|
||||
/// <summary>
|
||||
/// The local player is not current in gameplay. If watching a replay, gameplay always remains in this state.
|
||||
/// </summary>
|
||||
NotPlaying,
|
||||
|
||||
/// <summary>
|
||||
/// The local player is in a break, paused, or failed but still at the gameplay screen.
|
||||
/// </summary>
|
||||
Break,
|
||||
|
||||
/// <summary>
|
||||
/// The local user is in active gameplay.
|
||||
/// </summary>
|
||||
Playing,
|
||||
}
|
||||
}
|
@ -94,6 +94,7 @@ namespace osu.Game.Screens.Play
|
||||
public IBindable<bool> LocalUserPlaying => localUserPlaying;
|
||||
|
||||
private readonly Bindable<bool> localUserPlaying = new Bindable<bool>();
|
||||
private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
|
||||
|
||||
public int RestartCount;
|
||||
|
||||
@ -231,9 +232,6 @@ namespace osu.Game.Screens.Play
|
||||
if (game != null)
|
||||
gameActive.BindTo(game.IsActive);
|
||||
|
||||
if (game is OsuGame osuGame)
|
||||
LocalUserPlaying.BindTo(osuGame.LocalUserPlaying);
|
||||
|
||||
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, gameplayMods);
|
||||
dependencies.CacheAs(DrawableRuleset);
|
||||
|
||||
@ -510,9 +508,16 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private void updateGameplayState()
|
||||
{
|
||||
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value && !GameplayState.HasFailed;
|
||||
OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
|
||||
localUserPlaying.Value = inGameplay;
|
||||
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !GameplayState.HasPassed && !GameplayState.HasFailed;
|
||||
bool inBreak = breakTracker.IsBreakTime.Value || DrawableRuleset.IsPaused.Value;
|
||||
|
||||
if (inGameplay)
|
||||
playingState.Value = inBreak ? LocalUserPlayingState.Break : LocalUserPlayingState.Playing;
|
||||
else
|
||||
playingState.Value = LocalUserPlayingState.NotPlaying;
|
||||
|
||||
localUserPlaying.Value = playingState.Value == LocalUserPlayingState.Playing;
|
||||
OverlayActivationMode.Value = playingState.Value == LocalUserPlayingState.Playing ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
|
||||
}
|
||||
|
||||
private void updateSampleDisabledState()
|
||||
@ -1279,6 +1284,6 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
|
||||
|
||||
IBindable<bool> ILocalUserPlayInfo.IsPlaying => LocalUserPlaying;
|
||||
public IBindable<LocalUserPlayingState> PlayingState => playingState;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user