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e5e345712e
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).
146 lines
4.8 KiB
C#
146 lines
4.8 KiB
C#
// 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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.UI
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{
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public partial class OsuResumeOverlay : ResumeOverlay
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{
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private Container cursorScaleContainer = null!;
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private OsuClickToResumeCursor clickToResumeCursor = null!;
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private OsuCursorContainer? localCursorContainer;
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public override CursorContainer? LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null;
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protected override LocalisableString Message => "Click the orange cursor to resume";
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[Resolved]
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private DrawableRuleset? drawableRuleset { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(cursorScaleContainer = new Container
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{
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Child = clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume }
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});
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}
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protected override void PopIn()
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{
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// Can't display if the cursor is outside the window.
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if (GameplayCursor.LastFrameState == Visibility.Hidden || drawableRuleset?.Contains(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre) == false)
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{
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Resume();
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return;
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}
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base.PopIn();
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GameplayCursor.ActiveCursor.Hide();
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cursorScaleContainer.Position = ToLocalSpace(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre);
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clickToResumeCursor.Appear();
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if (localCursorContainer == null)
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Add(localCursorContainer = new OsuCursorContainer());
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}
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protected override void PopOut()
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{
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base.PopOut();
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localCursorContainer?.Expire();
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localCursorContainer = null;
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GameplayCursor?.ActiveCursor.Show();
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}
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protected override bool OnHover(HoverEvent e) => true;
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public partial class OsuClickToResumeCursor : OsuCursor, IKeyBindingHandler<OsuAction>
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{
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public override bool HandlePositionalInput => true;
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public Action? ResumeRequested;
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private Container scaleTransitionContainer = null!;
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public OsuClickToResumeCursor()
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{
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RelativePositionAxes = Axes.Both;
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}
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protected override Container CreateCursorContent() => scaleTransitionContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Child = base.CreateCursorContent(),
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};
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protected override float CalculateCursorScale() =>
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// Force minimum cursor size so it's easily clickable
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Math.Max(1f, base.CalculateCursorScale());
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protected override bool OnHover(HoverEvent e)
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{
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updateColour();
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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updateColour();
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base.OnHoverLost(e);
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}
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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{
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switch (e.Action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (!IsHovered)
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return false;
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scaleTransitionContainer.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
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ResumeRequested?.Invoke();
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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}
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public void Appear() => Schedule(() =>
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{
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updateColour();
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// importantly, we perform the scale transition on an underlying container rather than the whole cursor
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// to prevent attempts of abuse by the scale change in the cursor's hitbox (see: https://github.com/ppy/osu/issues/26477).
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scaleTransitionContainer.ScaleTo(4).Then().ScaleTo(1, 1000, Easing.OutQuint);
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});
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private void updateColour()
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{
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this.FadeColour(IsHovered ? Color4.White : Color4.Orange, 400, Easing.OutQuint);
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}
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}
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}
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}
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