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osu-lazer/osu.Game.Rulesets.Osu/UI/OsuResumeOverlay.cs
Bartłomiej Dach e5e345712e
Fix resume overlay not appearing after pausing inside window but outside of actual playfield area
Related to https://github.com/ppy/osu/discussions/27871 (although does
not actually fix the issue with the pause button, _if_ it is to be
considered an issue - the problem there is that the gameplay cursor
gets hidden, so the other condition in the modified check takes over).

Regressed in
bce3bd55e5.
Reasoning for breakage is silent change in `this` when moving the
`Contains()` check (`DrawableRuleset` will encompass screen bounds,
while `OsuResumeOverlay` is only as big as the actual playfield).
2024-04-16 13:45:09 +02:00

146 lines
4.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.UI
{
public partial class OsuResumeOverlay : ResumeOverlay
{
private Container cursorScaleContainer = null!;
private OsuClickToResumeCursor clickToResumeCursor = null!;
private OsuCursorContainer? localCursorContainer;
public override CursorContainer? LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null;
protected override LocalisableString Message => "Click the orange cursor to resume";
[Resolved]
private DrawableRuleset? drawableRuleset { get; set; }
[BackgroundDependencyLoader]
private void load()
{
Add(cursorScaleContainer = new Container
{
Child = clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume }
});
}
protected override void PopIn()
{
// Can't display if the cursor is outside the window.
if (GameplayCursor.LastFrameState == Visibility.Hidden || drawableRuleset?.Contains(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre) == false)
{
Resume();
return;
}
base.PopIn();
GameplayCursor.ActiveCursor.Hide();
cursorScaleContainer.Position = ToLocalSpace(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre);
clickToResumeCursor.Appear();
if (localCursorContainer == null)
Add(localCursorContainer = new OsuCursorContainer());
}
protected override void PopOut()
{
base.PopOut();
localCursorContainer?.Expire();
localCursorContainer = null;
GameplayCursor?.ActiveCursor.Show();
}
protected override bool OnHover(HoverEvent e) => true;
public partial class OsuClickToResumeCursor : OsuCursor, IKeyBindingHandler<OsuAction>
{
public override bool HandlePositionalInput => true;
public Action? ResumeRequested;
private Container scaleTransitionContainer = null!;
public OsuClickToResumeCursor()
{
RelativePositionAxes = Axes.Both;
}
protected override Container CreateCursorContent() => scaleTransitionContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Child = base.CreateCursorContent(),
};
protected override float CalculateCursorScale() =>
// Force minimum cursor size so it's easily clickable
Math.Max(1f, base.CalculateCursorScale());
protected override bool OnHover(HoverEvent e)
{
updateColour();
return base.OnHover(e);
}
protected override void OnHoverLost(HoverLostEvent e)
{
updateColour();
base.OnHoverLost(e);
}
public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
{
switch (e.Action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
if (!IsHovered)
return false;
scaleTransitionContainer.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
ResumeRequested?.Invoke();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
{
}
public void Appear() => Schedule(() =>
{
updateColour();
// importantly, we perform the scale transition on an underlying container rather than the whole cursor
// to prevent attempts of abuse by the scale change in the cursor's hitbox (see: https://github.com/ppy/osu/issues/26477).
scaleTransitionContainer.ScaleTo(4).Then().ScaleTo(1, 1000, Easing.OutQuint);
});
private void updateColour()
{
this.FadeColour(IsHovered ? Color4.White : Color4.Orange, 400, Easing.OutQuint);
}
}
}
}