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609 lines
23 KiB
C#
609 lines
23 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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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;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Input.Handlers;
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using osu.Game.Overlays;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Play.HUD.ClicksPerSecond;
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using osuTK;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// Displays an interactive ruleset gameplay instance.
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/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained by this DrawableRuleset.</typeparam>
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public abstract partial class DrawableRuleset<TObject> : DrawableRuleset, IProvideCursor, ICanAttachHUDPieces
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where TObject : HitObject
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{
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public override event Action<JudgementResult> NewResult;
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public override event Action<JudgementResult> RevertResult;
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/// <summary>
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/// The selected variant.
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/// </summary>
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public virtual int Variant => 0;
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/// <summary>
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/// The key conversion input manager for this DrawableRuleset.
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/// </summary>
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protected PassThroughInputManager KeyBindingInputManager;
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public override double GameplayStartTime => Objects.FirstOrDefault()?.StartTime - 2000 ?? 0;
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private readonly Lazy<Playfield> playfield;
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/// <summary>
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/// The playfield.
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/// </summary>
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public override Playfield Playfield => playfield.Value;
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public override Container Overlays { get; } = new Container { RelativeSizeAxes = Axes.Both };
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public override IAdjustableAudioComponent Audio => audioContainer;
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private readonly AudioContainer audioContainer = new AudioContainer { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// A container which encapsulates the <see cref="Playfield"/> and provides any adjustments to
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/// ensure correct scale and position.
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/// </summary>
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public virtual PlayfieldAdjustmentContainer PlayfieldAdjustmentContainer { get; private set; }
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public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
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public override IFrameStableClock FrameStableClock => frameStabilityContainer;
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private bool allowBackwardsSeeks;
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public override bool AllowBackwardsSeeks
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{
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get => allowBackwardsSeeks;
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set
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{
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allowBackwardsSeeks = value;
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if (frameStabilityContainer != null)
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frameStabilityContainer.AllowBackwardsSeeks = value;
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}
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}
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private bool frameStablePlayback = true;
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internal override bool FrameStablePlayback
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{
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get => frameStablePlayback;
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set
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{
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frameStablePlayback = value;
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if (frameStabilityContainer != null)
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frameStabilityContainer.FrameStablePlayback = value;
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}
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}
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/// <summary>
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/// The beatmap.
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/// </summary>
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[Cached(typeof(IBeatmap))]
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public readonly Beatmap<TObject> Beatmap;
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public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
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protected IRulesetConfigManager Config { get; private set; }
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[Cached(typeof(IReadOnlyList<Mod>))]
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public sealed override IReadOnlyList<Mod> Mods { get; }
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private FrameStabilityContainer frameStabilityContainer;
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private OnScreenDisplay onScreenDisplay;
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private DrawableRulesetDependencies dependencies;
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/// <summary>
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/// Creates a ruleset visualisation for the provided ruleset and beatmap.
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/// </summary>
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/// <param name="ruleset">The ruleset being represented.</param>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
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protected DrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset)
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{
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ArgumentNullException.ThrowIfNull(beatmap);
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if (!(beatmap is Beatmap<TObject> tBeatmap))
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throw new ArgumentException($"{GetType()} expected the beatmap to contain hitobjects of type {typeof(TObject)}.", nameof(beatmap));
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Beatmap = tBeatmap;
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Mods = mods?.ToArray() ?? Array.Empty<Mod>();
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RelativeSizeAxes = Axes.Both;
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KeyBindingInputManager = CreateInputManager();
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playfield = new Lazy<Playfield>(() => CreatePlayfield().With(p =>
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{
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p.NewResult += (_, r) => NewResult?.Invoke(r);
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p.RevertResult += r => RevertResult?.Invoke(r);
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}));
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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IsPaused.ValueChanged += paused =>
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{
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if (HasReplayLoaded.Value)
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return;
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KeyBindingInputManager.UseParentInput = !paused.NewValue;
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};
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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dependencies = new DrawableRulesetDependencies(Ruleset, base.CreateChildDependencies(parent));
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Config = dependencies.RulesetConfigManager;
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onScreenDisplay = dependencies.Get<OnScreenDisplay>();
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if (Config != null)
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onScreenDisplay?.BeginTracking(this, Config);
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return dependencies;
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}
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public virtual PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new PlayfieldAdjustmentContainer();
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[Resolved]
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private OsuConfigManager config { get; set; }
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[BackgroundDependencyLoader]
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private void load(CancellationToken? cancellationToken)
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{
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InternalChild = frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
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{
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FrameStablePlayback = FrameStablePlayback,
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AllowBackwardsSeeks = AllowBackwardsSeeks,
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Children = new Drawable[]
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{
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FrameStableComponents,
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audioContainer.WithChild(KeyBindingInputManager
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.WithChildren(new Drawable[]
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{
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PlayfieldAdjustmentContainer = CreatePlayfieldAdjustmentContainer()
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.WithChild(Playfield),
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Overlays
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})),
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}
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};
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if ((ResumeOverlay = CreateResumeOverlay()) != null)
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{
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AddInternal(CreateInputManager()
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.WithChild(CreatePlayfieldAdjustmentContainer()
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.WithChild(ResumeOverlay)));
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}
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applyRulesetMods(Mods, config);
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loadObjects(cancellationToken ?? default);
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}
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/// <summary>
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/// Creates and adds drawable representations of hit objects to the play field.
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/// </summary>
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private void loadObjects(CancellationToken cancellationToken)
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{
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foreach (TObject h in Beatmap.HitObjects)
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{
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cancellationToken.ThrowIfCancellationRequested();
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AddHitObject(h);
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}
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cancellationToken.ThrowIfCancellationRequested();
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Playfield.PostProcess();
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foreach (var mod in Mods.OfType<IApplicableToDrawableHitObject>())
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{
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foreach (var drawableHitObject in Playfield.AllHitObjects)
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mod.ApplyToDrawableHitObject(drawableHitObject);
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}
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}
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public override void RequestResume(Action continueResume)
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{
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if (ResumeOverlay != null && UseResumeOverlay)
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{
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.ResumeAction = continueResume;
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ResumeOverlay.Show();
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}
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else
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continueResume();
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}
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public override void CancelResume()
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{
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// called if the user pauses while the resume overlay is open
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ResumeOverlay?.Hide();
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}
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/// <summary>
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/// Adds a <see cref="HitObject"/> to this <see cref="DrawableRuleset"/>.
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/// </summary>
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/// <remarks>
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/// This does not add the <see cref="HitObject"/> to the beatmap.
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/// </remarks>
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/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void AddHitObject(TObject hitObject)
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{
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var drawableRepresentation = CreateDrawableRepresentation(hitObject);
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// If a drawable representation exists, use it, otherwise assume the hitobject is being pooled.
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if (drawableRepresentation != null)
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Playfield.Add(drawableRepresentation);
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else
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Playfield.Add(hitObject);
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}
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/// <summary>
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/// Removes a <see cref="HitObject"/> from this <see cref="DrawableRuleset"/>.
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/// </summary>
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/// <remarks>
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/// This does not remove the <see cref="HitObject"/> from the beatmap.
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/// </remarks>
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/// <param name="hitObject">The <see cref="HitObject"/> to remove.</param>
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public bool RemoveHitObject(TObject hitObject)
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{
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if (Playfield.Remove(hitObject))
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return true;
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// If the entry was not removed from the playfield, assume the hitobject is not being pooled and attempt a direct drawable removal.
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var drawableObject = Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == hitObject);
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if (drawableObject != null)
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return Playfield.Remove(drawableObject);
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return false;
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}
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public sealed override void SetRecordTarget(Score score)
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{
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if (!(KeyBindingInputManager is IHasRecordingHandler recordingInputManager))
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throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports recording is not available");
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if (score == null)
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{
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recordingInputManager.Recorder = null;
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return;
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}
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var recorder = CreateReplayRecorder(score);
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if (recorder == null)
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return;
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recorder.ScreenSpaceToGamefield = Playfield.ScreenSpaceToGamefield;
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recordingInputManager.Recorder = recorder;
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}
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public override void SetReplayScore(Score replayScore)
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{
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if (!(KeyBindingInputManager is IHasReplayHandler replayInputManager))
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throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
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var handler = (ReplayScore = replayScore) != null ? CreateReplayInputHandler(replayScore.Replay) : null;
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replayInputManager.ReplayInputHandler = handler;
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frameStabilityContainer.ReplayInputHandler = handler;
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HasReplayLoaded.Value = replayInputManager.ReplayInputHandler != null;
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if (replayInputManager.ReplayInputHandler != null)
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replayInputManager.ReplayInputHandler.GamefieldToScreenSpace = Playfield.GamefieldToScreenSpace;
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if (!ProvidingUserCursor)
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{
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// The cursor is hidden by default (see Playfield.load()), but should be shown when there's a replay
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Playfield.Cursor?.Show();
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}
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}
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/// <summary>
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/// Creates a <see cref="DrawableHitObject{TObject}"/> to represent a <see cref="HitObject"/>.
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/// </summary>
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/// <remarks>
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/// If this method returns <c>null</c>, then this <see cref="DrawableRuleset"/> will assume the requested <see cref="HitObject"/> type is being pooled inside the <see cref="Playfield"/>,
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/// and will instead attempt to retrieve the <see cref="DrawableHitObject"/>s at the point they should become alive via pools registered in the <see cref="Playfield"/>.
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/// </remarks>
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/// <param name="h">The <see cref="HitObject"/> to represent.</param>
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/// <returns>The representing <see cref="DrawableHitObject{TObject}"/>.</returns>
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public abstract DrawableHitObject<TObject> CreateDrawableRepresentation(TObject h);
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public void Attach(InputCountController inputCountController) =>
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(KeyBindingInputManager as ICanAttachHUDPieces)?.Attach(inputCountController);
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public void Attach(ClicksPerSecondController controller) =>
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(KeyBindingInputManager as ICanAttachHUDPieces)?.Attach(controller);
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/// <summary>
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/// Creates a key conversion input manager. An exception will be thrown if a valid <see cref="RulesetInputManager{T}"/> is not returned.
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/// </summary>
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/// <returns>The input manager.</returns>
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protected abstract PassThroughInputManager CreateInputManager();
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protected virtual ReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
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protected virtual ReplayRecorder CreateReplayRecorder(Score score) => null;
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/// <summary>
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/// Creates a Playfield.
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/// </summary>
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/// <returns>The Playfield.</returns>
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protected abstract Playfield CreatePlayfield();
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/// <summary>
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/// Applies the active mods to this DrawableRuleset.
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/// </summary>
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/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
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/// <param name="config">The <see cref="OsuConfigManager"/> to apply.</param>
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private void applyRulesetMods(IReadOnlyList<Mod> mods, OsuConfigManager config)
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{
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if (mods == null)
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return;
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foreach (var mod in mods.OfType<IApplicableToDrawableRuleset<TObject>>())
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mod.ApplyToDrawableRuleset(this);
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foreach (var mod in mods.OfType<IReadFromConfig>())
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mod.ReadFromConfig(config);
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}
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#region IProvideCursor
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protected override bool OnHover(HoverEvent e) => true; // required for IProvideCursor
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// only show the cursor when within the playfield, by default.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Playfield.ReceivePositionalInputAt(screenSpacePos);
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CursorContainer IProvideCursor.Cursor => Playfield.Cursor;
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public override GameplayCursorContainer Cursor => Playfield.Cursor;
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public bool ProvidingUserCursor => Playfield.Cursor != null && !HasReplayLoaded.Value;
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#endregion
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (Config != null)
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{
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onScreenDisplay?.StopTracking(this, Config);
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Config = null;
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}
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// Dispose the components created by this dependency container.
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dependencies?.Dispose();
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}
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}
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/// <summary>
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/// Displays an interactive ruleset gameplay instance.
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/// <remarks>
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/// This type is required only for adding non-generic type to the draw hierarchy.
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/// </remarks>
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/// </summary>
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[Cached(typeof(DrawableRuleset))]
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public abstract partial class DrawableRuleset : CompositeDrawable
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{
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
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/// </summary>
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public abstract event Action<JudgementResult> NewResult;
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
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/// </summary>
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public abstract event Action<JudgementResult> RevertResult;
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/// <summary>
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/// Whether a replay is currently loaded.
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/// </summary>
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public readonly BindableBool HasReplayLoaded = new BindableBool();
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/// <summary>
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/// Whether the game is paused. Used to block user input.
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/// </summary>
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// Audio adjustments which are applied to the playfield.
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/// </summary>
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public abstract IAdjustableAudioComponent Audio { get; }
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/// <summary>
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/// The playfield.
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/// </summary>
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public abstract Playfield Playfield { get; }
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/// <summary>
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/// Content to be placed above hitobjects. Will be affected by frame stability and adjustments applied to <see cref="Audio"/>.
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/// </summary>
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public abstract Container Overlays { get; }
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/// <summary>
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/// Components to be run potentially multiple times in line with frame-stable gameplay.
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/// </summary>
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public abstract Container FrameStableComponents { get; }
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/// <summary>
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/// The frame-stable clock which is being used for playfield display.
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/// </summary>
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public abstract IFrameStableClock FrameStableClock { get; }
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/// <summary>
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/// Whether to enable frame-stable playback.
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/// </summary>
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internal abstract bool FrameStablePlayback { get; set; }
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/// <summary>
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/// When a replay is not attached, we usually block any backwards seeks.
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/// This will bypass the check. Should only be used for tests.
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/// </summary>
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public abstract bool AllowBackwardsSeeks { get; set; }
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/// <summary>
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/// The mods which are to be applied.
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/// </summary>
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public abstract IReadOnlyList<Mod> Mods { get; }
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/// <summary>~
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/// The associated ruleset.
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/// </summary>
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public readonly Ruleset Ruleset;
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/// <summary>
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/// Creates a ruleset visualisation for the provided ruleset.
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/// </summary>
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/// <param name="ruleset">The ruleset.</param>
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internal DrawableRuleset(Ruleset ruleset)
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{
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Ruleset = ruleset;
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}
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/// <summary>
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/// All the converted hit objects contained by this hit renderer.
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/// </summary>
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public abstract IEnumerable<HitObject> Objects { get; }
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/// <summary>
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/// The point in time at which gameplay starts, including any required lead-in for display purposes.
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/// Defaults to two seconds before the first <see cref="HitObject"/>. Override as necessary.
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/// </summary>
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public abstract double GameplayStartTime { get; }
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/// <summary>
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/// The currently loaded replay. Usually null in the case of a local player.
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/// </summary>
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public Score ReplayScore { get; protected set; }
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/// <summary>
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/// The cursor being displayed by the <see cref="Playfield"/>. May be null if no cursor is provided.
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/// </summary>
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[CanBeNull]
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public abstract GameplayCursorContainer Cursor { get; }
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/// <summary>
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/// An optional overlay used when resuming gameplay from a paused state.
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/// </summary>
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public ResumeOverlay ResumeOverlay { get; protected set; }
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/// <summary>
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/// Whether a <see cref="ResumeOverlay"/> should be displayed on resuming after a pause.
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|
/// </summary>
|
|
/// <remarks>
|
|
/// Defaults to <c>true</c>.
|
|
/// Even if <c>true</c>, will not have any effect if the ruleset does not have a resume overlay (see <see cref="CreateResumeOverlay"/>).
|
|
/// </remarks>
|
|
public bool UseResumeOverlay { get; set; } = true;
|
|
|
|
/// <summary>
|
|
/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
|
|
/// </summary>
|
|
[CanBeNull]
|
|
public HitWindows FirstAvailableHitWindows
|
|
{
|
|
get
|
|
{
|
|
foreach (var hitObject in Objects)
|
|
{
|
|
if (hitObject.HitWindows.WindowFor(HitResult.Miss) > 0)
|
|
return hitObject.HitWindows;
|
|
|
|
foreach (var nested in hitObject.NestedHitObjects)
|
|
{
|
|
if (nested.HitWindows.WindowFor(HitResult.Miss) > 0)
|
|
return nested.HitWindows;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create an optional resume overlay, which is displayed when a player requests to resume gameplay during non-break time.
|
|
/// This can be used to force the player to return their hands / cursor to the position they left off, to avoid players
|
|
/// using pauses as a means of adjusting their inputs (aka "pause buffering").
|
|
/// </summary>
|
|
protected virtual ResumeOverlay CreateResumeOverlay() => null;
|
|
|
|
/// <summary>
|
|
/// Whether to display gameplay overlays, such as <see cref="HUDOverlay"/> and <see cref="BreakOverlay"/>.
|
|
/// </summary>
|
|
public virtual bool AllowGameplayOverlays => true;
|
|
|
|
/// <summary>
|
|
/// Sets a replay to be used, overriding local input.
|
|
/// </summary>
|
|
/// <param name="replayScore">The replay, null for local input.</param>
|
|
public abstract void SetReplayScore(Score replayScore);
|
|
|
|
/// <summary>
|
|
/// Sets a replay to be used to record gameplay.
|
|
/// </summary>
|
|
/// <param name="score">The target to be recorded to.</param>
|
|
public abstract void SetRecordTarget([CanBeNull] Score score);
|
|
|
|
/// <summary>
|
|
/// Invoked when the interactive user requests resuming from a paused state.
|
|
/// Allows potentially delaying the resume process until an interaction is performed.
|
|
/// </summary>
|
|
/// <param name="continueResume">The action to run when resuming is to be completed.</param>
|
|
public abstract void RequestResume(Action continueResume);
|
|
|
|
/// <summary>
|
|
/// Invoked when the user requests to pause while the resume overlay is active.
|
|
/// </summary>
|
|
public abstract void CancelResume();
|
|
}
|
|
|
|
public class BeatmapInvalidForRulesetException : ArgumentException
|
|
{
|
|
public BeatmapInvalidForRulesetException(string text)
|
|
: base(text)
|
|
{
|
|
}
|
|
}
|
|
}
|