mirror of
https://github.com/ppy/osu.git
synced 2025-01-15 16:03:01 +08:00
Made the pause progress graph it's own class, to be implemented, made it so the user couldn't double click the pause buttons and made it so the action wasn't called a second time when the mouse button was released, made PopIn and PopOut in PauseOverlay one line each, made Player.IsPaused a public getter with a private getter/setter, implemented restarting in Player
This commit is contained in:
parent
28967cf77a
commit
d70cbd37dd
@ -18,6 +18,7 @@ namespace osu.Desktop.VisualTests.Tests
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public override string Description => @"Tests the pause overlay";
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public override string Description => @"Tests the pause overlay";
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private PauseOverlay pauseOverlay;
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private PauseOverlay pauseOverlay;
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private int retryCount;
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public override void Reset()
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public override void Reset()
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{
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{
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@ -26,19 +27,46 @@ namespace osu.Desktop.VisualTests.Tests
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Add(new Box
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Add(new Box
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{
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{
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ColourInfo = ColourInfo.GradientVertical(Color4.Gray, Color4.WhiteSmoke),
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ColourInfo = ColourInfo.GradientVertical(Color4.Gray, Color4.WhiteSmoke),
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RelativeSizeAxes = Framework.Graphics.Axes.Both,
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RelativeSizeAxes = Framework.Graphics.Axes.Both
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});
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});
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Add(pauseOverlay = new PauseOverlay { Depth = -1 });
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Add(new Button
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Add(pauseOverlay = new PauseOverlay { Depth = -1 });
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pauseOverlay.OnResume += (() => Logger.Log(@"Resume"));
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pauseOverlay.OnRetry += (() => Logger.Log(@"Retry"));
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pauseOverlay.OnQuit += (() => Logger.Log(@"Quit"));
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Add(new FlowContainer
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{
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{
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Text = @"Pause",
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Width = 100,
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Anchor = Anchor.TopLeft,
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Height = 50,
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Direction = FlowDirection.VerticalOnly,
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Colour = Color4.Black,
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Children = new Drawable[]
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Action = (() => pauseOverlay.Show()),
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{
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new Button
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{
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Text = @"Pause",
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Width = 100,
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Height = 50,
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Colour = Color4.Black,
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Action = (() => pauseOverlay.Show())
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},
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new Button
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{
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Text = @"Add Retry",
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Width = 100,
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Height = 50,
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Colour = Color4.Black,
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Action = (delegate {
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retryCount++;
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pauseOverlay.SetRetries(retryCount);
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}),
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}
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}
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});
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});
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}
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}
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}
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}
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@ -1,7 +1,7 @@
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using OpenTK;
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using System;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Game.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Colour;
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@ -9,6 +9,7 @@ using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Audio;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Sample;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Backgrounds;
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namespace osu.Game.Overlays.Pause
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namespace osu.Game.Overlays.Pause
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@ -55,16 +56,28 @@ namespace osu.Game.Overlays.Pause
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private Container colourContainer;
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private Container colourContainer;
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private Container glowContainer;
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private Container glowContainer;
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private bool didClick;
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public override bool Contains(Vector2 screenSpacePos) => backgroundContainer.Contains(screenSpacePos);
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public override bool Contains(Vector2 screenSpacePos) => backgroundContainer.Contains(screenSpacePos);
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protected override bool OnMouseDown(Framework.Input.InputState state, MouseDownEventArgs args)
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protected override bool OnMouseDown(Framework.Input.InputState state, MouseDownEventArgs args)
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{
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{
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colourContainer.ResizeTo(new Vector2(1.1f, 1f), 200, EasingTypes.In);
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didClick = true;
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colourContainer.ResizeTo(new Vector2(1.5f, 1f), 200, EasingTypes.In);
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sampleClick?.Play();
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sampleClick?.Play();
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Action?.Invoke();
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Action?.Invoke();
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Delay(200);
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Schedule(delegate {
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colourContainer.ResizeTo(new Vector2(colourWidth, 1f), 0, EasingTypes.None);
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glowContainer.Alpha = 0;
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});
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return true;
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return true;
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}
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}
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protected override bool OnClick(Framework.Input.InputState state) => false;
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protected override bool OnHover(Framework.Input.InputState state)
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protected override bool OnHover(Framework.Input.InputState state)
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{
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{
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colourContainer.ResizeTo(new Vector2(colourExpandedWidth, 1f), colourExpandTime, EasingTypes.OutElastic);
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colourContainer.ResizeTo(new Vector2(colourExpandedWidth, 1f), colourExpandTime, EasingTypes.OutElastic);
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@ -75,8 +88,13 @@ namespace osu.Game.Overlays.Pause
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protected override void OnHoverLost(Framework.Input.InputState state)
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protected override void OnHoverLost(Framework.Input.InputState state)
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{
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{
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colourContainer.ResizeTo(new Vector2(colourWidth, 1f), colourExpandTime, EasingTypes.OutElastic);
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if (!didClick)
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glowContainer.FadeTo(0f, colourExpandTime / 2, EasingTypes.Out);
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{
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colourContainer.ResizeTo(new Vector2(colourWidth, 1f), colourExpandTime, EasingTypes.OutElastic);
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glowContainer.FadeTo(0f, colourExpandTime / 2, EasingTypes.Out);
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}
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didClick = false;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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@ -24,7 +24,23 @@ namespace osu.Game.Overlays.Pause
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private SpriteText retryCounter;
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private SpriteText retryCounter;
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public override bool Contains(Vector2 screenSpacePos) => true;
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public override bool Contains(Vector2 screenSpacePos) => true;
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public override bool HandleInput => State == Visibility.Visible;
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protected override void PopIn() => FadeIn(fadeDuration, EasingTypes.In);
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protected override void PopOut() => FadeOut(fadeDuration, EasingTypes.In);
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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switch (args.Key)
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{
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case Key.Escape:
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if (State == Visibility.Hidden) return false;
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Hide();
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Task.Delay(fadeDuration * 2).ContinueWith(task => OnResume?.Invoke());
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return true;
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}
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return base.OnKeyDown(state, args);
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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private void load(OsuColour colours)
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@ -149,22 +165,6 @@ namespace osu.Game.Overlays.Pause
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retryCounter.Text = $"You've retried {String.Format("{0:n0}", count)} time{(count == 1) ? "" : "s"} in this session";
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retryCounter.Text = $"You've retried {String.Format("{0:n0}", count)} time{(count == 1) ? "" : "s"} in this session";
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}
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}
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protected override void PopIn() => FadeIn(fadeDuration, EasingTypes.In);
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protected override void PopOut() => FadeOut(fadeDuration, EasingTypes.In);
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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switch (args.Key)
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{
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case Key.Escape:
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if (State == Visibility.Hidden) return false;
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Hide();
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Task.Delay(fadeDuration * 2).ContinueWith(task => OnResume?.Invoke());
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return true;
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}
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return base.OnKeyDown(state, args);
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}
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public PauseOverlay()
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public PauseOverlay()
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{
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{
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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@ -1,15 +1,8 @@
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using System;
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using OpenTK.Graphics;
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using OpenTK;
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using OpenTK.Input;
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using OpenTK.Graphics;
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using osu.Game.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Primitives;
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@ -43,6 +36,17 @@ namespace osu.Game.Overlays.Pause
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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new PauseProgressGraph
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{
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Height = 35,
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Margin = new MarginPadding
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{
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Bottom = 5
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}
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},
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new Container
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new Container
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{
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{
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Origin = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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28
osu.Game/Overlays/Pause/PauseProgressGraph.cs
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28
osu.Game/Overlays/Pause/PauseProgressGraph.cs
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@ -0,0 +1,28 @@
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Configuration;
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namespace osu.Game.Overlays.Pause
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{
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public class PauseProgressGraph : FlowContainer
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{
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private WorkingBeatmap current;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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{
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current = osuGame.Beatmap.Value;
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}
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public PauseProgressGraph()
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{
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// TODO: Implement the pause progress graph
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}
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}
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}
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@ -41,10 +41,19 @@ namespace osu.Game.Screens.Play
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public PlayMode PreferredPlayMode;
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public PlayMode PreferredPlayMode;
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public bool IsPaused;
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private bool isPaused;
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public bool IsPaused
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{
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get
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{
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return isPaused;
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}
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}
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public int RestartCount;
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private double pauseCooldown = 1000;
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private double pauseCooldown = 1000;
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private double lastActionTime = 0;
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private double lastPauseActionTime = 0;
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private IAdjustableClock sourceClock;
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private IAdjustableClock sourceClock;
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@ -140,41 +149,57 @@ namespace osu.Game.Screens.Play
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public void Pause(bool force = false)
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public void Pause(bool force = false)
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{
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{
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if (Time.Current >= (lastActionTime + pauseCooldown) || force)
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if (Time.Current >= (lastPauseActionTime + pauseCooldown) || force)
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{
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{
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lastActionTime = Time.Current;
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lastPauseActionTime = Time.Current;
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playerInputManager.PassThrough = true;
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playerInputManager.PassThrough = true;
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scoreOverlay.KeyCounter.IsCounting = false;
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scoreOverlay.KeyCounter.IsCounting = false;
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pauseOverlay.SetRetries(RestartCount);
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pauseOverlay.Show();
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pauseOverlay.Show();
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sourceClock.Stop();
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sourceClock.Stop();
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IsPaused = true;
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isPaused = true;
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}
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}
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else
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else
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{
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{
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IsPaused = false;
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isPaused = false;
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}
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}
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}
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}
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public void Resume()
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public void Resume()
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{
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{
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lastActionTime = Time.Current;
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lastPauseActionTime = Time.Current;
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playerInputManager.PassThrough = false;
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playerInputManager.PassThrough = false;
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scoreOverlay.KeyCounter.IsCounting = true;
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scoreOverlay.KeyCounter.IsCounting = true;
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pauseOverlay.Hide();
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pauseOverlay.Hide();
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sourceClock.Start();
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sourceClock.Start();
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IsPaused = false;
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isPaused = false;
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}
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}
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public void TogglePaused()
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public void TogglePaused()
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{
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{
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IsPaused = !IsPaused;
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isPaused = !IsPaused;
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if (IsPaused) Pause(); else Resume();
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if (IsPaused) Pause(); else Resume();
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}
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}
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public void Restart()
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public void Restart()
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{
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{
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// TODO: Implement retrying
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sourceClock.Stop(); // If the clock is not stopped and Restart is called alot of lag will happen until the game is relaunched
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if (IsPaused) Resume();
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var newPlayer = new Player();
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newPlayer.Preload(Game, delegate
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{
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RestartCount++;
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newPlayer.RestartCount = RestartCount;
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Exit();
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if (!(last?.Push(newPlayer) ?? false))
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{
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// Error(?)
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}
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Dispose();
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});
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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@ -218,6 +243,8 @@ namespace osu.Game.Screens.Play
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});
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});
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}
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}
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private GameMode last;
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protected override void OnEntering(GameMode last)
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protected override void OnEntering(GameMode last)
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{
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{
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base.OnEntering(last);
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base.OnEntering(last);
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@ -227,6 +254,8 @@ namespace osu.Game.Screens.Play
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Content.Alpha = 0;
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Content.Alpha = 0;
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dimLevel.ValueChanged += dimChanged;
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dimLevel.ValueChanged += dimChanged;
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this.last = last;
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}
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}
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protected override bool OnExiting(GameMode next)
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protected override bool OnExiting(GameMode next)
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@ -239,6 +239,7 @@
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<Compile Include="Overlays\Pause\PauseButton.cs" />
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<Compile Include="Overlays\Pause\PauseButton.cs" />
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<Compile Include="Overlays\Pause\PauseOverlay.cs" />
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<Compile Include="Overlays\Pause\PauseOverlay.cs" />
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<Compile Include="Overlays\Pause\PauseProgressBar.cs" />
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<Compile Include="Overlays\Pause\PauseProgressBar.cs" />
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<Compile Include="Overlays\Pause\PauseProgressGraph.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ProjectReference Include="$(SolutionDir)\osu-framework\osu.Framework\osu.Framework.csproj">
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<ProjectReference Include="$(SolutionDir)\osu-framework\osu.Framework\osu.Framework.csproj">
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