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Merge pull request #28050 from peppy/delay-resume-visibility

Tweak resume overlay to allow better visibility of hit objects underneath
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Bartłomiej Dach 2024-05-01 15:49:31 +02:00 committed by GitHub
commit fe9e6168fe
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GPG Key ID: B5690EEEBB952194
2 changed files with 23 additions and 17 deletions

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@ -529,7 +529,7 @@ namespace osu.Game.Rulesets.UI
public ResumeOverlay ResumeOverlay { get; protected set; }
/// <summary>
/// Whether the <see cref="ResumeOverlay"/> should be used to return the user's cursor position to its previous location after a pause.
/// Whether a <see cref="ResumeOverlay"/> should be displayed on resuming after a pause.
/// </summary>
/// <remarks>
/// Defaults to <c>true</c>.

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@ -11,7 +11,6 @@ using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Overlays;
@ -24,8 +23,9 @@ namespace osu.Game.Screens.Play
/// </summary>
public partial class DelayedResumeOverlay : ResumeOverlay
{
// todo: this shouldn't define its own colour provider, but nothing in Player screen does, so let's do that for now.
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
// todo: this shouldn't define its own colour provider, but nothing in DrawableRuleset guarantees this, so let's do it locally for now.
// (of note, Player does cache one but any test which uses a DrawableRuleset without Player will fail without this).
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
private const float outer_size = 200;
private const float inner_size = 150;
@ -34,9 +34,10 @@ namespace osu.Game.Screens.Play
private const double countdown_time = 2000;
private const int total_count = 3;
protected override LocalisableString Message => string.Empty;
private ScheduledDelegate? scheduledResume;
private int? countdownCount;
private double countdownStartTime;
private bool countdownComplete;
@ -120,21 +121,17 @@ namespace osu.Game.Screens.Play
innerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 400, Easing.OutElasticHalf);
countdownComponents.FadeOut().Delay(50).FadeTo(1, 100);
countdownProgress.Progress = 0;
// Reset states for various components.
countdownBackground.FadeIn();
countdownText.FadeIn();
countdownText.Text = string.Empty;
countdownProgress.FadeIn().ScaleTo(1);
countdownComplete = false;
countdownCount = null;
countdownStartTime = Time.Current;
scheduledResume?.Cancel();
scheduledResume = Scheduler.AddDelayed(() =>
{
countdownComplete = true;
Resume();
}, countdown_time);
countdownStartTime = Time.Current + 200;
}
protected override void PopOut()
@ -152,8 +149,6 @@ namespace osu.Game.Screens.Play
}
else
countdownProgress.FadeOut();
scheduledResume?.Cancel();
}
protected override void Update()
@ -164,12 +159,17 @@ namespace osu.Game.Screens.Play
private void updateCountdown()
{
double amountTimePassed = Math.Min(countdown_time, Time.Current - countdownStartTime) / countdown_time;
int newCount = 3 - (int)Math.Floor(amountTimePassed * 3);
if (State.Value == Visibility.Hidden || countdownComplete || Time.Current < countdownStartTime)
return;
double amountTimePassed = Math.Clamp((Time.Current - countdownStartTime) / countdown_time, 0, countdown_time);
int newCount = Math.Clamp(total_count - (int)Math.Floor(amountTimePassed * total_count), 0, total_count);
countdownProgress.Progress = amountTimePassed;
countdownProgress.InnerRadius = progress_stroke_width / progress_size / countdownProgress.Scale.X;
Alpha = 0.2f + 0.8f * newCount / total_count;
if (countdownCount != newCount)
{
if (newCount > 0)
@ -191,6 +191,12 @@ namespace osu.Game.Screens.Play
}
countdownCount = newCount;
if (countdownCount == 0)
{
countdownComplete = true;
Resume();
}
}
}
}