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Merge pull request #22338 from Pasi4K5/hide-resume-overlay
Hide `ResumeOverlay` when `OsuModAutopilot` is enabled
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31
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModAutopilot.cs
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31
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModAutopilot.cs
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@ -0,0 +1,31 @@
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// 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 NUnit.Framework;
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using osu.Game.Rulesets.Osu.Mods;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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public partial class TestSceneOsuModAutopilot : OsuModTestScene
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{
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[Test]
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public void TestInstantResume()
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{
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CreateModTest(new ModTestData
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{
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Mod = new OsuModAutopilot(),
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PassCondition = () => true,
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Autoplay = false,
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});
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AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
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AddStep("press pause", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("wait until paused", () => Player.GameplayClockContainer.IsPaused.Value);
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AddStep("release pause", () => InputManager.ReleaseKey(Key.Escape));
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AddStep("press resume", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("wait for resume", () => !Player.IsResuming);
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AddAssert("resumed", () => !Player.GameplayClockContainer.IsPaused.Value);
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}
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}
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}
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@ -60,6 +60,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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// Generate the replay frames the cursor should follow
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replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap, drawableRuleset.Mods).Generate().Frames.Cast<OsuReplayFrame>().ToList();
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drawableRuleset.UseResumeOverlay = false;
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}
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}
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}
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@ -230,7 +230,7 @@ namespace osu.Game.Rulesets.UI
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public override void RequestResume(Action continueResume)
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{
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if (ResumeOverlay != null && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
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if (ResumeOverlay != null && UseResumeOverlay && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
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{
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.ResumeAction = continueResume;
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@ -507,6 +507,15 @@ namespace osu.Game.Rulesets.UI
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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 the <see cref="ResumeOverlay"/> should be used to return the user's cursor position to its previous location after a pause.
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/// </summary>
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/// <remarks>
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/// Defaults to <c>true</c>.
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/// Even if <c>true</c>, will not have any effect if the ruleset does not have a resume overlay (see <see cref="CreateResumeOverlay"/>).
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/// </remarks>
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public bool UseResumeOverlay { get; set; } = true;
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/// <summary>
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/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
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/// </summary>
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@ -531,6 +540,11 @@ namespace osu.Game.Rulesets.UI
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}
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}
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/// <summary>
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/// Create an optional resume overlay, which is displayed when a player requests to resume gameplay during non-break time.
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/// This can be used to force the player to return their hands / cursor to the position they left off, to avoid players
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/// using pauses as a means of adjusting their inputs (aka "pause buffering").
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/// </summary>
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protected virtual ResumeOverlay CreateResumeOverlay() => null;
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/// <summary>
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@ -66,7 +66,7 @@ namespace osu.Game.Tests.Visual
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protected override bool CheckModsAllowFailure() => allowFail;
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public ModTestPlayer(ModTestData data, bool allowFail)
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: base(false, false)
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: base(true, false)
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{
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this.allowFail = allowFail;
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currentTestData = data;
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