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Fix pauses being triggered in unexpected scenarios (#4750)
Fix pauses being triggered in unexpected scenarios Co-authored-by: Dean Herbert <pe@ppy.sh>
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commit
df4e08dd9b
@ -353,6 +353,8 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score, false, false)
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{
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@ -328,7 +328,7 @@ namespace osu.Game.Tests.Visual.Background
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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}
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private class TestPlayer : Player
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private class TestPlayer : Visual.TestPlayer
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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@ -24,7 +24,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("key counter counted keys", () => ((ScoreAccessiblePlayer)Player).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 0));
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}
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private class ScoreAccessiblePlayer : Player
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private class ScoreAccessiblePlayer : TestPlayer
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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@ -195,7 +195,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();
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protected class PausePlayer : Player
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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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@ -207,12 +207,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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public bool PauseOverlayVisible => PauseOverlay.State == Visibility.Visible;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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HUDOverlay.HoldToQuit.PauseOnFocusLost = false;
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}
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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@ -38,7 +38,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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Player player = null;
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SlowLoadPlayer slowPlayer = null;
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AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => player = new Player(false, false))));
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AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => player = new TestPlayer(false, false))));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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@ -102,17 +102,17 @@ namespace osu.Game.Tests.Visual.Gameplay
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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}
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private class TestPlayer : Player
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private class TestPlayer : Visual.TestPlayer
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{
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public new Bindable<IReadOnlyList<Mod>> Mods => base.Mods;
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public TestPlayer()
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: base(false, false)
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public TestPlayer(bool allowPause = true, bool showResults = true)
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: base(allowPause, showResults)
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{
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}
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}
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protected class SlowLoadPlayer : Player
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protected class SlowLoadPlayer : Visual.TestPlayer
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{
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public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim(false);
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@ -33,6 +33,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score)
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{
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@ -25,6 +25,8 @@ namespace osu.Game.Screens.Play.HUD
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{
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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private readonly Button button;
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public Action Action
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@ -51,7 +53,8 @@ namespace osu.Game.Screens.Play.HUD
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button = new Button
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{
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HoverGained = () => text.FadeIn(500, Easing.OutQuint),
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HoverLost = () => text.FadeOut(500, Easing.OutQuint)
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HoverLost = () => text.FadeOut(500, Easing.OutQuint),
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IsPaused = { BindTarget = IsPaused }
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}
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};
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AutoSizeAxes = Axes.Both;
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@ -94,6 +97,8 @@ namespace osu.Game.Screens.Play.HUD
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private CircularProgress circularProgress;
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private Circle overlayCircle;
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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protected override bool AllowMultipleFires => true;
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public Action HoverGained;
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@ -217,7 +222,7 @@ namespace osu.Game.Screens.Play.HUD
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private void updateActive()
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{
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if (!pauseOnFocusLost) return;
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if (!pauseOnFocusLost || IsPaused.Value) return;
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if (gameActive.Value)
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AbortConfirm();
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@ -131,14 +131,12 @@ namespace osu.Game.Screens.Play
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{
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base.LoadComplete();
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replayLoaded.ValueChanged += replayLoadedValueChanged;
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replayLoaded.TriggerChange();
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replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
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}
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private void replayLoadedValueChanged(ValueChangedEvent<bool> e)
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{
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PlayerSettingsOverlay.ReplayLoaded = e.NewValue;
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HoldToQuit.PauseOnFocusLost = !e.NewValue;
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if (e.NewValue)
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{
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@ -40,6 +40,11 @@ namespace osu.Game.Screens.Play
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public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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@ -132,7 +137,11 @@ namespace osu.Game.Screens.Play
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
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{
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HoldToQuit = { Action = performUserRequestedExit },
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HoldToQuit =
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{
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Action = performUserRequestedExit,
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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RequestSeek = GameplayClockContainer.Seek,
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@ -167,6 +176,8 @@ namespace osu.Game.Screens.Play
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}
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};
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DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, 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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@ -76,6 +76,6 @@ namespace osu.Game.Tests.Visual
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return Player;
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player(false, false);
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protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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}
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}
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@ -56,6 +56,6 @@ namespace osu.Game.Tests.Visual
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LoadScreen(Player);
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player(false, false);
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protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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}
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}
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17
osu.Game/Tests/Visual/TestPlayer.cs
Normal file
17
osu.Game/Tests/Visual/TestPlayer.cs
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@ -0,0 +1,17 @@
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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 osu.Game.Screens.Play;
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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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public TestPlayer(bool allowPause = true, bool showResults = true)
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: base(allowPause, showResults)
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{
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}
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}
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}
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