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Merge branch 'master' into skip-button
# Conflicts: # osu.Game/Graphics/UserInterface/BackButton.cs # osu.Game/Screens/Play/Player.cs # osu.Game/osu.Game.csproj
This commit is contained in:
@ -16,11 +16,13 @@ using osu.Framework.GameModes;
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using osu.Game.Modes.UI;
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using osu.Game.Screens.Ranking;
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using osu.Game.Configuration;
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using osu.Game.Overlays.Pause;
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using osu.Framework.Configuration;
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using System;
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using System.Linq;
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using osu.Game.Beatmaps;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Screens.Play
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{
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@ -35,7 +37,23 @@ namespace osu.Game.Screens.Play
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public BeatmapInfo BeatmapInfo;
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public PlayMode PreferredPlayMode;
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private bool isPaused;
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public bool IsPaused
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{
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get
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{
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return isPaused;
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}
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}
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public int RestartCount;
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private double pauseCooldown = 1000;
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private double lastPauseActionTime = 0;
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private bool canPause => Time.Current >= (lastPauseActionTime + pauseCooldown);
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private IAdjustableClock sourceClock;
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private Ruleset ruleset;
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@ -45,6 +63,10 @@ namespace osu.Game.Screens.Play
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private Bindable<int> dimLevel;
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private SkipButton skipButton;
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private ScoreOverlay scoreOverlay;
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private PauseOverlay pauseOverlay;
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private PlayerInputManager playerInputManager;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
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{
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@ -89,9 +111,20 @@ namespace osu.Game.Screens.Play
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ruleset = Ruleset.GetRuleset(usablePlayMode);
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var scoreOverlay = ruleset.CreateScoreOverlay();
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scoreOverlay = ruleset.CreateScoreOverlay();
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scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
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pauseOverlay = new PauseOverlay
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{
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Depth = -1,
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OnResume = delegate {
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Delay(400);
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Schedule(Resume);
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},
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OnRetry = Restart,
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OnQuit = Exit
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};
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hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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@ -106,7 +139,7 @@ namespace osu.Game.Screens.Play
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Children = new Drawable[]
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{
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new PlayerInputManager(game.Host)
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playerInputManager = new PlayerInputManager(game.Host)
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{
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Clock = new InterpolatingFramedClock(sourceClock),
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PassThrough = false,
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@ -117,6 +150,7 @@ namespace osu.Game.Screens.Play
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}
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},
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scoreOverlay,
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pauseOverlay
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};
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}
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@ -147,6 +181,58 @@ namespace osu.Game.Screens.Play
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skipButton.Expire();
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}
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public void Pause(bool force = false)
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{
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if (canPause || force)
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{
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lastPauseActionTime = Time.Current;
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playerInputManager.PassThrough = true;
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scoreOverlay.KeyCounter.IsCounting = false;
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pauseOverlay.Retries = RestartCount;
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pauseOverlay.Show();
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sourceClock.Stop();
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isPaused = true;
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}
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else
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{
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isPaused = false;
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}
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}
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public void Resume()
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{
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lastPauseActionTime = Time.Current;
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playerInputManager.PassThrough = false;
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scoreOverlay.KeyCounter.IsCounting = true;
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pauseOverlay.Hide();
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sourceClock.Start();
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isPaused = false;
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}
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public void TogglePaused()
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{
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isPaused = !IsPaused;
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if (IsPaused) Pause(); else Resume();
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}
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public void Restart()
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{
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sourceClock.Stop(); // If the clock is running and Restart is called the game will lag until relaunch
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var newPlayer = new Player();
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newPlayer.Preload(Game, delegate
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{
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newPlayer.RestartCount = RestartCount + 1;
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ValidForResume = false;
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if (!Push(newPlayer))
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{
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// Error(?)
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}
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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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@ -202,9 +288,19 @@ namespace osu.Game.Screens.Play
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protected override bool OnExiting(GameMode next)
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{
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dimLevel.ValueChanged -= dimChanged;
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Background?.FadeTo(1f, 200);
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return base.OnExiting(next);
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if (pauseOverlay.State != Visibility.Visible && !canPause) return true;
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if (!IsPaused && sourceClock.IsRunning) // For if the user presses escape quickly when entering the map
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{
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Pause();
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return true;
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}
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else
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{
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dimLevel.ValueChanged -= dimChanged;
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Background?.FadeTo(1f, 200);
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return base.OnExiting(next);
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}
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}
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private void dimChanged(object sender, EventArgs e)
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