mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 14:17:26 +08:00
Merge branch 'master' into generic-interface
This commit is contained in:
commit
ff5854d6bf
@ -12,7 +12,7 @@ namespace osu.Desktop.VisualTests.Tests
|
||||
{
|
||||
public override string Description => @"Tests pause and fail overlays";
|
||||
|
||||
private PauseOverlay pauseOverlay;
|
||||
private PauseContainer.PauseOverlay pauseOverlay;
|
||||
private FailOverlay failOverlay;
|
||||
private int retryCount;
|
||||
|
||||
@ -22,7 +22,7 @@ namespace osu.Desktop.VisualTests.Tests
|
||||
|
||||
retryCount = 0;
|
||||
|
||||
Add(pauseOverlay = new PauseOverlay
|
||||
Add(pauseOverlay = new PauseContainer.PauseOverlay
|
||||
{
|
||||
OnResume = () => Logger.Log(@"Resume"),
|
||||
OnRetry = () => Logger.Log(@"Retry"),
|
||||
|
92
osu.Game.Rulesets.Mania/MathUtils/FastRandom.cs
Normal file
92
osu.Game.Rulesets.Mania/MathUtils/FastRandom.cs
Normal file
@ -0,0 +1,92 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.MathUtils
|
||||
{
|
||||
/// <summary>
|
||||
/// A PRNG specified in http://heliosphan.org/fastrandom.html.
|
||||
/// </summary>
|
||||
internal class FastRandom
|
||||
{
|
||||
private const double uint_to_real = 1.0 / (int.MaxValue + 1.0);
|
||||
private const uint int_mask = 0x7FFFFFFF;
|
||||
private const uint y = 842502087;
|
||||
private const uint z = 3579807591;
|
||||
private const uint w = 273326509;
|
||||
private uint _x, _y = y, _z = z, _w = w;
|
||||
|
||||
public FastRandom(int seed)
|
||||
{
|
||||
_x = (uint)seed;
|
||||
}
|
||||
|
||||
public FastRandom()
|
||||
: this(Environment.TickCount)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates a random unsigned integer within the range [<see cref="uint.MinValue"/>, <see cref="uint.MaxValue"/>).
|
||||
/// </summary>
|
||||
/// <returns>The random value.</returns>
|
||||
public uint NextUInt()
|
||||
{
|
||||
uint t = _x ^ _x << 11;
|
||||
_x = _y;
|
||||
_y = _z;
|
||||
_z = _w;
|
||||
return _w = _w ^ _w >> 19 ^ t ^ t >> 8;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates a random integer value within the range [0, <see cref="int.MaxValue"/>).
|
||||
/// </summary>
|
||||
/// <returns>The random value.</returns>
|
||||
public int Next() => (int)(int_mask & NextUInt());
|
||||
|
||||
/// <summary>
|
||||
/// Generates a random integer value within the range [0, <paramref name="upperBound"/>).
|
||||
/// </summary>
|
||||
/// <param name="upperBound">The upper bound.</param>
|
||||
/// <returns>The random value.</returns>
|
||||
public int Next(int upperBound) => (int)(NextDouble() * upperBound);
|
||||
|
||||
/// <summary>
|
||||
/// Generates a random integer value within the range [<paramref name="lowerBound"/>, <paramref name="upperBound"/>).
|
||||
/// </summary>
|
||||
/// <param name="lowerBound">The lower bound of the range.</param>
|
||||
/// <param name="upperBound">The upper bound of the range.</param>
|
||||
/// <returns>The random value.</returns>
|
||||
public int Next(int lowerBound, int upperBound) => (int)(lowerBound + NextDouble() * (upperBound - lowerBound));
|
||||
|
||||
/// <summary>
|
||||
/// Generates a random double value within the range [0, 1).
|
||||
/// </summary>
|
||||
/// <returns>The random value.</returns>
|
||||
public double NextDouble() => uint_to_real * NextUInt();
|
||||
|
||||
private uint bitBuffer;
|
||||
private int bitIndex = 32;
|
||||
|
||||
/// <summary>
|
||||
/// Generates a reandom boolean value. Cached such that a random value is only generated once in every 32 calls.
|
||||
/// </summary>
|
||||
/// <returns>The random value.</returns>
|
||||
public bool NextBool()
|
||||
{
|
||||
if (bitIndex == 32)
|
||||
{
|
||||
bitBuffer = NextUInt();
|
||||
bitIndex = 1;
|
||||
|
||||
return (bitBuffer & 1) == 1;
|
||||
}
|
||||
|
||||
bitIndex++;
|
||||
return ((bitBuffer >>= 1) & 1) == 1;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -48,6 +48,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Beatmaps\ManiaBeatmapConverter.cs" />
|
||||
<Compile Include="MathUtils\FastRandom.cs" />
|
||||
<Compile Include="Judgements\HitWindows.cs" />
|
||||
<Compile Include="Judgements\ManiaJudgement.cs" />
|
||||
<Compile Include="ManiaDifficultyCalculator.cs" />
|
||||
|
@ -41,12 +41,11 @@ namespace osu.Game.Screens.Play
|
||||
get { return isCounting; }
|
||||
set
|
||||
{
|
||||
if (value != isCounting)
|
||||
{
|
||||
isCounting = value;
|
||||
foreach (var child in Children)
|
||||
child.IsCounting = value;
|
||||
}
|
||||
if (value == isCounting) return;
|
||||
|
||||
isCounting = value;
|
||||
foreach (var child in Children)
|
||||
child.IsCounting = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -8,11 +8,11 @@ using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Screens.Play.Pause;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
@ -89,7 +89,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
protected void AddButton(string text, Color4 colour, Action action)
|
||||
{
|
||||
Buttons.Add(new PauseButton
|
||||
Buttons.Add(new Button
|
||||
{
|
||||
Text = text,
|
||||
ButtonColour = colour,
|
||||
@ -179,12 +179,6 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
}
|
||||
},
|
||||
new PauseProgressBar
|
||||
{
|
||||
Origin = Anchor.BottomCentre,
|
||||
Anchor = Anchor.BottomCentre,
|
||||
Width = 1f
|
||||
}
|
||||
};
|
||||
|
||||
Retries = 0;
|
||||
@ -195,5 +189,15 @@ namespace osu.Game.Screens.Play
|
||||
AlwaysReceiveInput = true;
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
public class Button : DialogButton
|
||||
{
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(AudioManager audio)
|
||||
{
|
||||
SampleHover = audio.Sample.Get(@"Menu/menuclick");
|
||||
SampleClick = audio.Sample.Get(@"Menu/menuback");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,19 +0,0 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
|
||||
namespace osu.Game.Screens.Play.Pause
|
||||
{
|
||||
public class PauseButton : DialogButton
|
||||
{
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(AudioManager audio)
|
||||
{
|
||||
SampleHover = audio.Sample.Get(@"Menu/menuclick");
|
||||
SampleClick = audio.Sample.Get(@"Menu/menuback");
|
||||
}
|
||||
}
|
||||
}
|
@ -1,149 +0,0 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Beatmaps;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
namespace osu.Game.Screens.Play.Pause
|
||||
{
|
||||
public class PauseProgressBar : Container
|
||||
{
|
||||
private readonly Color4 fillColour = new Color4(221, 255, 255, 255);
|
||||
private readonly Color4 glowColour = new Color4(221, 255, 255, 150);
|
||||
|
||||
private readonly Container fill;
|
||||
private WorkingBeatmap current;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase osuGame)
|
||||
{
|
||||
current = osuGame.Beatmap.Value;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (current?.TrackLoaded ?? false)
|
||||
{
|
||||
fill.Width = (float)(current.Track.CurrentTime / current.Track.Length);
|
||||
}
|
||||
}
|
||||
|
||||
public PauseProgressBar()
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
Height = 60;
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new PauseProgressGraph
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Origin = Anchor.BottomCentre,
|
||||
Anchor = Anchor.BottomCentre,
|
||||
Height = 35,
|
||||
Margin = new MarginPadding
|
||||
{
|
||||
Bottom = 5
|
||||
}
|
||||
},
|
||||
new Container
|
||||
{
|
||||
Origin = Anchor.BottomRight,
|
||||
Anchor = Anchor.BottomRight,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 5,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.Black,
|
||||
Alpha = 0.5f
|
||||
}
|
||||
}
|
||||
},
|
||||
fill = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Origin = Anchor.BottomLeft,
|
||||
Anchor = Anchor.BottomLeft,
|
||||
Width = 0,
|
||||
Height = 60,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Origin = Anchor.BottomLeft,
|
||||
Anchor = Anchor.BottomLeft,
|
||||
Masking = true,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
Origin = Anchor.BottomLeft,
|
||||
Anchor = Anchor.BottomLeft,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 5,
|
||||
Masking = true,
|
||||
EdgeEffect = new EdgeEffect
|
||||
{
|
||||
Type = EdgeEffectType.Glow,
|
||||
Colour = glowColour,
|
||||
Radius = 5
|
||||
},
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = fillColour
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
new Container
|
||||
{
|
||||
Origin = Anchor.BottomRight,
|
||||
Anchor = Anchor.BottomRight,
|
||||
Width = 2,
|
||||
Height = 35,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.White
|
||||
},
|
||||
new Container
|
||||
{
|
||||
Origin = Anchor.BottomCentre,
|
||||
Anchor = Anchor.TopCentre,
|
||||
Width = 14,
|
||||
Height = 25,
|
||||
CornerRadius = 5,
|
||||
Masking = true,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.White
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Graphics.Containers;
|
||||
|
||||
namespace osu.Game.Screens.Play.Pause
|
||||
{
|
||||
public class PauseProgressGraph : Container
|
||||
{
|
||||
// TODO: Implement the pause progress graph
|
||||
}
|
||||
}
|
155
osu.Game/Screens/Play/PauseContainer.cs
Normal file
155
osu.Game/Screens/Play/PauseContainer.cs
Normal file
@ -0,0 +1,155 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Graphics;
|
||||
using OpenTK.Graphics;
|
||||
using OpenTK.Input;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
/// <summary>
|
||||
/// A container which handles pausing children, displaying a pause overlay with choices etc.
|
||||
/// This alleviates a lot of the intricate pause logic from being in <see cref="Player"/>
|
||||
/// </summary>
|
||||
public class PauseContainer : Container
|
||||
{
|
||||
public bool IsPaused { get; private set; }
|
||||
|
||||
public bool AllowExit => IsPaused && pauseOverlay.Alpha == 1;
|
||||
|
||||
public Func<bool> CheckCanPause;
|
||||
|
||||
private const double pause_cooldown = 1000;
|
||||
private double lastPauseActionTime;
|
||||
|
||||
private readonly PauseOverlay pauseOverlay;
|
||||
|
||||
private readonly Container content;
|
||||
|
||||
protected override Container<Drawable> Content => content;
|
||||
|
||||
public int Retries { set { pauseOverlay.Retries = value; } }
|
||||
|
||||
public bool CanPause => (CheckCanPause?.Invoke() ?? true) && Time.Current >= lastPauseActionTime + pause_cooldown;
|
||||
|
||||
public Action OnRetry;
|
||||
public Action OnQuit;
|
||||
|
||||
public Action OnResume;
|
||||
public Action OnPause;
|
||||
|
||||
public IAdjustableClock AudioClock;
|
||||
public FramedClock FramedClock;
|
||||
|
||||
public PauseContainer()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
AddInternal(content = new Container { RelativeSizeAxes = Axes.Both });
|
||||
|
||||
AddInternal(pauseOverlay = new PauseOverlay
|
||||
{
|
||||
OnResume = delegate
|
||||
{
|
||||
Delay(400);
|
||||
Schedule(Resume);
|
||||
},
|
||||
OnRetry = () => OnRetry(),
|
||||
OnQuit = () => OnQuit(),
|
||||
});
|
||||
}
|
||||
|
||||
public void Pause(bool force = false)
|
||||
{
|
||||
if (!CanPause && !force) return;
|
||||
|
||||
if (IsPaused) return;
|
||||
|
||||
// stop the decoupled clock (stops the audio eventually)
|
||||
AudioClock.Stop();
|
||||
|
||||
// stop processing updatess on the offset clock (instantly freezes time for all our components)
|
||||
FramedClock.ProcessSourceClockFrames = false;
|
||||
|
||||
IsPaused = true;
|
||||
|
||||
// we need to do a final check after all of our children have processed up to the paused clock time.
|
||||
// this is to cover cases where, for instance, the player fails in the current processing frame.
|
||||
Schedule(() =>
|
||||
{
|
||||
if (!CanPause) return;
|
||||
|
||||
lastPauseActionTime = Time.Current;
|
||||
|
||||
OnPause?.Invoke();
|
||||
pauseOverlay.Show();
|
||||
});
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
if (!IsPaused) return;
|
||||
|
||||
IsPaused = false;
|
||||
FramedClock.ProcessSourceClockFrames = true;
|
||||
|
||||
lastPauseActionTime = Time.Current;
|
||||
|
||||
OnResume?.Invoke();
|
||||
|
||||
pauseOverlay.Hide();
|
||||
AudioClock.Start();
|
||||
}
|
||||
|
||||
private OsuGameBase game;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase game)
|
||||
{
|
||||
this.game = game;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
// eagerly pause when we lose window focus (if we are locally playing).
|
||||
if (!game.IsActive && CanPause)
|
||||
Pause();
|
||||
|
||||
base.Update();
|
||||
}
|
||||
|
||||
public class PauseOverlay : MenuOverlay
|
||||
{
|
||||
public Action OnResume;
|
||||
|
||||
public override string Header => "paused";
|
||||
public override string Description => "you're not going to do what i think you're going to do, are ya?";
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
if (!args.Repeat && args.Key == Key.Escape)
|
||||
{
|
||||
Buttons.Children.First().TriggerClick();
|
||||
return true;
|
||||
}
|
||||
|
||||
return base.OnKeyDown(state, args);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
AddButton("Continue", colours.Green, OnResume);
|
||||
AddButton("Retry", colours.YellowDark, OnRetry);
|
||||
AddButton("Quit", new Color4(170, 27, 39, 255), OnQuit);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,40 +0,0 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Graphics;
|
||||
using OpenTK.Input;
|
||||
using OpenTK.Graphics;
|
||||
using osu.Framework.Allocation;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public class PauseOverlay : MenuOverlay
|
||||
{
|
||||
public Action OnResume;
|
||||
|
||||
public override string Header => "paused";
|
||||
public override string Description => "you're not going to do what i think you're going to do, are ya?";
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
if (!args.Repeat && args.Key == Key.Escape)
|
||||
{
|
||||
Buttons.Children.First().TriggerClick();
|
||||
return true;
|
||||
}
|
||||
|
||||
return base.OnKeyDown(state, args);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
AddButton("Continue", colours.Green, OnResume);
|
||||
AddButton("Retry", colours.YellowDark, OnRetry);
|
||||
AddButton("Quit", new Color4(170, 27, 39, 255), OnQuit);
|
||||
}
|
||||
}
|
||||
}
|
@ -32,29 +32,24 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
internal override bool ShowOverlays => false;
|
||||
|
||||
internal override bool HasLocalCursorDisplayed => !IsPaused && !HasFailed && HitRenderer.ProvidingUserCursor;
|
||||
internal override bool HasLocalCursorDisplayed => !pauseContainer.IsPaused && !HasFailed && HitRenderer.ProvidingUserCursor;
|
||||
|
||||
public BeatmapInfo BeatmapInfo;
|
||||
|
||||
public Action RestartRequested;
|
||||
|
||||
public bool IsPaused { get; private set; }
|
||||
|
||||
internal override bool AllowRulesetChange => false;
|
||||
|
||||
public bool HasFailed { get; private set; }
|
||||
|
||||
public int RestartCount;
|
||||
|
||||
private const double pause_cooldown = 1000;
|
||||
private double lastPauseActionTime;
|
||||
|
||||
private bool canPause => ValidForResume && !HasFailed && Time.Current >= lastPauseActionTime + pause_cooldown;
|
||||
|
||||
private IAdjustableClock adjustableSourceClock;
|
||||
private FramedOffsetClock offsetClock;
|
||||
private DecoupleableInterpolatingFramedClock decoupledClock;
|
||||
|
||||
private PauseContainer pauseContainer;
|
||||
|
||||
private RulesetInfo ruleset;
|
||||
|
||||
private ScoreProcessor scoreProcessor;
|
||||
@ -70,10 +65,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private SkipButton skipButton;
|
||||
|
||||
private Container hitRendererContainer;
|
||||
|
||||
private HUDOverlay hudOverlay;
|
||||
private PauseOverlay pauseOverlay;
|
||||
private FailOverlay failOverlay;
|
||||
|
||||
[BackgroundDependencyLoader(permitNulls: true)]
|
||||
@ -152,14 +144,63 @@ namespace osu.Game.Screens.Play
|
||||
decoupledClock.ChangeSource(adjustableSourceClock);
|
||||
});
|
||||
|
||||
scoreProcessor = HitRenderer.CreateScoreProcessor();
|
||||
|
||||
hudOverlay = new StandardHUDOverlay()
|
||||
Children = new Drawable[]
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre
|
||||
pauseContainer = new PauseContainer
|
||||
{
|
||||
AudioClock = decoupledClock,
|
||||
FramedClock = offsetClock,
|
||||
OnRetry = Restart,
|
||||
OnQuit = Exit,
|
||||
CheckCanPause = () => ValidForResume && !HasFailed,
|
||||
Retries = RestartCount,
|
||||
OnPause = () => {
|
||||
hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
|
||||
},
|
||||
OnResume = () => {
|
||||
hudOverlay.KeyCounter.IsCounting = true;
|
||||
},
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Clock = offsetClock,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
HitRenderer,
|
||||
skipButton = new SkipButton
|
||||
{
|
||||
Alpha = 0,
|
||||
Margin = new MarginPadding { Bottom = 140 } // this is temporary
|
||||
},
|
||||
}
|
||||
},
|
||||
hudOverlay = new StandardHUDOverlay
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre
|
||||
},
|
||||
}
|
||||
},
|
||||
failOverlay = new FailOverlay
|
||||
{
|
||||
OnRetry = Restart,
|
||||
OnQuit = Exit,
|
||||
},
|
||||
new HotkeyRetryOverlay
|
||||
{
|
||||
Action = () => {
|
||||
//we want to hide the hitrenderer immediately (looks better).
|
||||
//we may be able to remove this once the mouse cursor trail is improved.
|
||||
HitRenderer?.Hide();
|
||||
Restart();
|
||||
},
|
||||
}
|
||||
};
|
||||
|
||||
scoreProcessor = HitRenderer.CreateScoreProcessor();
|
||||
|
||||
hudOverlay.KeyCounter.Add(rulesetInstance.CreateGameplayKeys());
|
||||
hudOverlay.BindProcessor(scoreProcessor);
|
||||
hudOverlay.BindHitRenderer(HitRenderer);
|
||||
@ -176,61 +217,6 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
//bind ScoreProcessor to ourselves (for a fail situation)
|
||||
scoreProcessor.Failed += onFail;
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
hitRendererContainer = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Clock = offsetClock,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
HitRenderer,
|
||||
skipButton = new SkipButton { Alpha = 0 },
|
||||
}
|
||||
},
|
||||
}
|
||||
},
|
||||
hudOverlay,
|
||||
pauseOverlay = new PauseOverlay
|
||||
{
|
||||
OnResume = delegate
|
||||
{
|
||||
Delay(400);
|
||||
Schedule(Resume);
|
||||
},
|
||||
OnRetry = Restart,
|
||||
OnQuit = Exit,
|
||||
},
|
||||
failOverlay = new FailOverlay
|
||||
{
|
||||
OnRetry = Restart,
|
||||
OnQuit = Exit,
|
||||
},
|
||||
new HotkeyRetryOverlay
|
||||
{
|
||||
Action = () => {
|
||||
//we want to hide the hitrenderer immediately (looks better).
|
||||
//we may be able to remove this once the mouse cursor trail is improved.
|
||||
HitRenderer?.Hide();
|
||||
Restart();
|
||||
},
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
// eagerly pause when we lose window focus (if we are locally playing).
|
||||
if (!Game.IsActive && !HitRenderer.HasReplayLoaded)
|
||||
Pause();
|
||||
|
||||
base.Update();
|
||||
}
|
||||
|
||||
private void initializeSkipButton()
|
||||
@ -260,48 +246,6 @@ namespace osu.Game.Screens.Play
|
||||
skipButton.Expire();
|
||||
}
|
||||
|
||||
public void Pause(bool force = false)
|
||||
{
|
||||
if (!canPause && !force) return;
|
||||
|
||||
if (IsPaused) return;
|
||||
|
||||
// stop the decoupled clock (stops the audio eventually)
|
||||
decoupledClock.Stop();
|
||||
|
||||
// stop processing updatess on the offset clock (instantly freezes time for all our components)
|
||||
offsetClock.ProcessSourceClockFrames = false;
|
||||
|
||||
IsPaused = true;
|
||||
|
||||
// we need to do a final check after all of our children have processed up to the paused clock time.
|
||||
// this is to cover cases where, for instance, the player fails in the current processing frame.
|
||||
Schedule(() =>
|
||||
{
|
||||
if (!canPause) return;
|
||||
|
||||
lastPauseActionTime = Time.Current;
|
||||
hudOverlay.KeyCounter.IsCounting = false;
|
||||
hudOverlay.Progress.Show();
|
||||
pauseOverlay.Retries = RestartCount;
|
||||
pauseOverlay.Show();
|
||||
});
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
if (!IsPaused) return;
|
||||
|
||||
IsPaused = false;
|
||||
offsetClock.ProcessSourceClockFrames = true;
|
||||
|
||||
lastPauseActionTime = Time.Current;
|
||||
hudOverlay.KeyCounter.IsCounting = true;
|
||||
hudOverlay.Progress.Hide();
|
||||
pauseOverlay.Hide();
|
||||
decoupledClock.Start();
|
||||
}
|
||||
|
||||
public void Restart()
|
||||
{
|
||||
ValidForResume = false;
|
||||
@ -367,8 +311,8 @@ namespace osu.Game.Screens.Play
|
||||
initializeSkipButton();
|
||||
});
|
||||
|
||||
hitRendererContainer.Alpha = 0;
|
||||
hitRendererContainer.FadeIn(750, EasingTypes.OutQuint);
|
||||
pauseContainer.Alpha = 0;
|
||||
pauseContainer.FadeIn(750, EasingTypes.OutQuint);
|
||||
}
|
||||
|
||||
protected override void OnSuspending(Screen next)
|
||||
@ -379,23 +323,14 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
protected override bool OnExiting(Screen next)
|
||||
{
|
||||
if (!HasFailed && ValidForResume)
|
||||
if (HasFailed || !ValidForResume || pauseContainer.AllowExit || HitRenderer.HasReplayLoaded)
|
||||
{
|
||||
if (pauseOverlay != null && !HitRenderer.HasReplayLoaded)
|
||||
{
|
||||
//pause screen override logic.
|
||||
if (pauseOverlay?.State == Visibility.Hidden && !canPause) return true;
|
||||
|
||||
if (!IsPaused) // For if the user presses escape quickly when entering the map
|
||||
{
|
||||
Pause();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
fadeOut();
|
||||
return base.OnExiting(next);
|
||||
}
|
||||
|
||||
fadeOut();
|
||||
return base.OnExiting(next);
|
||||
pauseContainer.Pause();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void fadeOut()
|
||||
@ -410,6 +345,6 @@ namespace osu.Game.Screens.Play
|
||||
Background?.FadeTo(1f, fade_out_duration);
|
||||
}
|
||||
|
||||
protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused;
|
||||
protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !pauseContainer.IsPaused;
|
||||
}
|
||||
}
|
||||
|
@ -31,6 +31,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
public Action<double> OnSeek;
|
||||
|
||||
public override bool HandleInput => AllowSeeking;
|
||||
|
||||
private IClock audioClock;
|
||||
public IClock AudioClock { set { audioClock = info.AudioClock = value; } }
|
||||
|
||||
|
@ -231,6 +231,7 @@
|
||||
<Compile Include="Screens\Charts\ChartInfo.cs" />
|
||||
<Compile Include="Screens\Edit\Editor.cs" />
|
||||
<Compile Include="Screens\Play\HotkeyRetryOverlay.cs" />
|
||||
<Compile Include="Screens\Play\PauseContainer.cs" />
|
||||
<Compile Include="Screens\Play\SongProgressInfo.cs" />
|
||||
<Compile Include="Screens\Play\HUD\ModDisplay.cs" />
|
||||
<Compile Include="Screens\Play\SquareGraph.cs" />
|
||||
@ -254,8 +255,6 @@
|
||||
<Compile Include="Screens\Play\FailOverlay.cs" />
|
||||
<Compile Include="Screens\Play\MenuOverlay.cs" />
|
||||
<Compile Include="Screens\Play\KeyConversionInputManager.cs" />
|
||||
<Compile Include="Screens\Play\PauseOverlay.cs" />
|
||||
<Compile Include="Screens\Play\Pause\PauseButton.cs" />
|
||||
<Compile Include="Screens\Play\PlayerInputManager.cs" />
|
||||
<Compile Include="Screens\Play\PlayerLoader.cs" />
|
||||
<Compile Include="Screens\Play\ReplayPlayer.cs" />
|
||||
@ -395,8 +394,6 @@
|
||||
<Compile Include="Screens\Play\SongProgress.cs" />
|
||||
<Compile Include="Screens\Play\SongProgressGraph.cs" />
|
||||
<Compile Include="Screens\Play\SongProgressBar.cs" />
|
||||
<Compile Include="Screens\Play\Pause\PauseProgressBar.cs" />
|
||||
<Compile Include="Screens\Play\Pause\PauseProgressGraph.cs" />
|
||||
<Compile Include="Overlays\Mods\ModSelectOverlay.cs" />
|
||||
<Compile Include="Rulesets\Mods\Mod.cs" />
|
||||
<Compile Include="Overlays\Mods\ModButtonEmpty.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user