Refactor pause logic so GameplayClockContainer is in control

This commit is contained in:
Dean Herbert
2019-03-16 14:20:10 +09:00
parent 15dd132c92
commit 465c95e952
3 changed files with 33 additions and 27 deletions

View File

@ -118,11 +118,16 @@ namespace osu.Game.Screens.Play
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
adjustableClock.Seek(adjustableClock.CurrentTime);
adjustableClock.Start();
IsPaused.Value = false;
}
public void Seek(double time) => adjustableClock.Seek(time);
public void Stop() => adjustableClock.Stop();
public void Stop()
{
adjustableClock.Stop();
IsPaused.Value = true;
}
public void ResetLocalAdjustments()
{

View File

@ -41,8 +41,8 @@ namespace osu.Game.Screens.Play
public Action OnRetry;
public Action OnQuit;
public Action Stop;
public Action Start;
public Action RequestPause;
public Action<Action> RequestResume;
/// <summary>
/// Creates a new <see cref="PausableGameplayContainer"/>.
@ -70,15 +70,12 @@ namespace osu.Game.Screens.Play
};
}
public void Pause(bool force = false) => Schedule(() => // Scheduled to ensure a stable position in execution order, no matter how it was called.
public void Pause() => Schedule(() => // Scheduled to ensure a stable position in execution order, no matter how it was called.
{
if (!CanPause && !force) return;
if (IsPaused.Value) return;
if (!CanPause) return;
// stop the seekable clock (stops the audio eventually)
Stop?.Invoke();
IsPaused.Value = true;
RequestPause?.Invoke();
pauseOverlay.Show();
@ -89,14 +86,13 @@ namespace osu.Game.Screens.Play
{
if (!IsPaused.Value) return;
IsResuming = false;
lastPauseActionTime = Time.Current;
IsPaused.Value = false;
Start?.Invoke();
pauseOverlay.Hide();
RequestResume?.Invoke(() =>
{
IsResuming = false;
lastPauseActionTime = Time.Current;
});
}
private OsuGameBase game;

View File

@ -111,10 +111,14 @@ namespace osu.Game.Screens.Play
Retries = RestartCount,
OnRetry = restart,
OnQuit = performUserRequestedExit,
Start = gameplayClockContainer.Start,
Stop = gameplayClockContainer.Stop,
RequestResume = completion =>
{
gameplayClockContainer.Start();
completion();
},
RequestPause = gameplayClockContainer.Stop,
IsPaused = { BindTarget = gameplayClockContainer.IsPaused },
CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded.Value,
CheckCanPause = () => CanPause,
Children = new[]
{
StoryboardContainer = CreateStoryboardContainer(),
@ -337,6 +341,9 @@ namespace osu.Game.Screens.Play
base.OnSuspending(next);
}
public bool CanPause => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded.Value
&& (PausableGameplayContainer?.IsPaused.Value == false || PausableGameplayContainer?.IsResuming == true);
public override bool OnExiting(IScreen next)
{
if (onCompletionEvent != null)
@ -346,18 +353,16 @@ namespace osu.Game.Screens.Play
return true;
}
if ((!AllowPause || HasFailed || !ValidForResume || PausableGameplayContainer?.IsPaused.Value != false || RulesetContainer?.HasReplayLoaded.Value != false) && (!PausableGameplayContainer?.IsResuming ?? true))
if (LoadedBeatmapSuccessfully && CanPause)
{
gameplayClockContainer.ResetLocalAdjustments();
fadeOut();
return base.OnExiting(next);
PausableGameplayContainer?.Pause();
return true;
}
if (LoadedBeatmapSuccessfully)
PausableGameplayContainer?.Pause();
gameplayClockContainer.ResetLocalAdjustments();
return true;
fadeOut();
return base.OnExiting(next);
}
private void fadeOut(bool instant = false)