// Copyright (c) 2007-2018 ppy Pty Ltd . // 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 { /// /// 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 /// public class PauseContainer : Container { public bool IsPaused { get; private set; } public Func CheckCanPause; private const double pause_cooldown = 1000; private double lastPauseActionTime; private readonly PauseOverlay pauseOverlay; private readonly Container content; protected override Container Content => content; public int Retries { set { pauseOverlay.Retries = value; } } public bool CanPause => (CheckCanPause?.Invoke() ?? true) && Time.Current >= lastPauseActionTime + pause_cooldown; public bool IsResuming { get; private set; } public Action OnRetry; public Action OnQuit; public Action OnResume; public Action OnPause; private readonly FramedClock framedClock; private readonly DecoupleableInterpolatingFramedClock decoupledClock; /// /// Creates a new . /// /// The gameplay clock. This is the clock that will process frames. /// The seekable clock. This is the clock that will be paused and resumed. public PauseContainer(FramedClock framedClock, DecoupleableInterpolatingFramedClock decoupledClock) { this.framedClock = framedClock; this.decoupledClock = decoupledClock; RelativeSizeAxes = Axes.Both; AddInternal(content = new Container { Clock = this.framedClock, ProcessCustomClock = false, RelativeSizeAxes = Axes.Both }); AddInternal(pauseOverlay = new PauseOverlay { OnResume = () => { IsResuming = true; this.Delay(400).Schedule(Resume); }, OnRetry = () => OnRetry(), OnQuit = () => OnQuit(), }); } public void Pause(bool force = false) => Schedule(() => // Scheduled to ensure a stable position in execution order, no matter how it was called. { if (!CanPause && !force) return; if (IsPaused) return; // stop the seekable clock (stops the audio eventually) decoupledClock.Stop(); IsPaused = true; OnPause?.Invoke(); pauseOverlay.Show(); lastPauseActionTime = Time.Current; }); public void Resume() { if (!IsPaused) return; IsPaused = false; IsResuming = false; lastPauseActionTime = Time.Current; // Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time // This accounts for the audio clock source potentially taking time to enter a completely stopped state decoupledClock.Seek(decoupledClock.CurrentTime); decoupledClock.Start(); OnResume?.Invoke(); pauseOverlay.Hide(); } 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(); if (!IsPaused) framedClock.ProcessFrame(); base.Update(); } public class PauseOverlay : GameplayMenuOverlay { 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) { InternalButtons.Children.First().TriggerOnClick(); return true; } return base.OnKeyDown(state, args); } [BackgroundDependencyLoader] private void load(OsuColour colours) { AddButton("Continue", colours.Green, () => OnResume?.Invoke()); AddButton("Retry", colours.YellowDark, () => OnRetry?.Invoke()); AddButton("Quit", new Color4(170, 27, 39, 255), () => OnQuit?.Invoke()); } } } }