mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 13:22:55 +08:00
134 lines
3.9 KiB
C#
134 lines
3.9 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 System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Graphics;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
/// <summary>
|
|
/// A container which handles pausing children, displaying an overlay blocking its children during paused state.
|
|
/// </summary>
|
|
public class PausableGameplayContainer : Container
|
|
{
|
|
public readonly BindableBool IsPaused = new BindableBool();
|
|
|
|
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 bool IsResuming { get; private set; }
|
|
|
|
public Action OnRetry;
|
|
public Action OnQuit;
|
|
|
|
public Action RequestPause;
|
|
public Action<Action> RequestResume;
|
|
|
|
/// <summary>
|
|
/// Creates a new <see cref="PausableGameplayContainer"/>.
|
|
/// </summary>
|
|
public PausableGameplayContainer()
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
InternalChildren = new[]
|
|
{
|
|
content = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both
|
|
},
|
|
pauseOverlay = new PauseOverlay
|
|
{
|
|
OnResume = () =>
|
|
{
|
|
IsResuming = true;
|
|
this.Delay(400).Schedule(Resume);
|
|
},
|
|
OnRetry = () => OnRetry(),
|
|
OnQuit = () => OnQuit(),
|
|
}
|
|
};
|
|
}
|
|
|
|
public void Pause() => Schedule(() => // Scheduled to ensure a stable position in execution order, no matter how it was called.
|
|
{
|
|
if (!CanPause) return;
|
|
|
|
// stop the seekable clock (stops the audio eventually)
|
|
RequestPause?.Invoke();
|
|
|
|
pauseOverlay.Show();
|
|
|
|
lastPauseActionTime = Time.Current;
|
|
});
|
|
|
|
public void Resume()
|
|
{
|
|
if (!IsPaused.Value) return;
|
|
|
|
pauseOverlay.Hide();
|
|
|
|
RequestResume?.Invoke(() =>
|
|
{
|
|
IsResuming = false;
|
|
lastPauseActionTime = Time.Current;
|
|
});
|
|
}
|
|
|
|
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.Value && CanPause)
|
|
Pause();
|
|
|
|
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 Action BackAction => () => InternalButtons.Children.First().Click();
|
|
|
|
[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());
|
|
}
|
|
}
|
|
}
|
|
}
|