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Add UseResumeOverlay
and use it for hiding the ResumeOverlay
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@ -196,6 +196,8 @@ namespace osu.Game.Rulesets.UI
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if ((ResumeOverlay = CreateResumeOverlay()) != null)
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{
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UseResumeOverlay = true;
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AddInternal(CreateInputManager()
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.WithChild(CreatePlayfieldAdjustmentContainer()
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.WithChild(ResumeOverlay)));
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@ -230,7 +232,7 @@ 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 +509,12 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public ResumeOverlay ResumeOverlay { get; 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>Defaults to <c>true</c> if a ruleset returns a non-null overlay via <see cref="CreateResumeOverlay"/>.</remarks>
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public bool UseResumeOverlay { get; set; }
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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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