Changed the roles of PauseOverlay and player in pausing, PauseOverlay is now only the UI portion and doesn't do things like actually pause the game, and only calls actions and hides itself, whereas Player actually pauses the game and brings up the pause overlay in the first place

This commit is contained in:
DrabWeb
2017-01-27 15:28:39 -04:00
parent 601a5ed39c
commit feba3f35ba
3 changed files with 89 additions and 68 deletions

View File

@ -22,6 +22,7 @@ using osu.Framework.GameModes;
using osu.Game.Modes.UI;
using osu.Game.Screens.Ranking;
using osu.Game.Configuration;
using osu.Game.Overlays.Pause;
using osu.Framework.Configuration;
using System;
using OpenTK.Graphics;
@ -40,6 +41,11 @@ namespace osu.Game.Screens.Play
public PlayMode PreferredPlayMode;
public bool isPaused;
private double pauseCooldown = 1000;
private double lastActionTime = 0;
private IAdjustableClock sourceClock;
private Ruleset ruleset;
@ -48,6 +54,9 @@ namespace osu.Game.Screens.Play
private HitRenderer hitRenderer;
private Bindable<int> dimLevel;
private ScoreOverlay scoreOverlay;
private PauseOverlay pauseOverlay;
[BackgroundDependencyLoader]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
{
@ -92,9 +101,14 @@ namespace osu.Game.Screens.Play
ruleset = Ruleset.GetRuleset(usablePlayMode);
var scoreOverlay = ruleset.CreateScoreOverlay();
scoreOverlay = ruleset.CreateScoreOverlay();
scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
pauseOverlay = new PauseOverlay();
pauseOverlay.OnResume = Resume;
//pauseOverlay.OnRetry = Retry; Add when retrying is implemented
pauseOverlay.OnQuit = Exit;
hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
@ -119,9 +133,41 @@ namespace osu.Game.Screens.Play
}
},
scoreOverlay,
pauseOverlay
};
}
public void Pause()
{
if (Time.Current >= (lastActionTime + pauseCooldown))
{
lastActionTime = Time.Current;
isPaused = true;
scoreOverlay.KeyCounter.IsCounting = false;
pauseOverlay.Show();
sourceClock.Stop();
}
else
{
isPaused = false;
}
}
public void Resume()
{
lastActionTime = Time.Current;
isPaused = false;
scoreOverlay.KeyCounter.IsCounting = true;
pauseOverlay.Hide();
sourceClock.Start();
}
public void TogglePaused()
{
isPaused = !isPaused;
(isPaused ? (Action)Pause : Resume)?.Invoke();
}
protected override void LoadComplete()
{
base.LoadComplete();
@ -181,6 +227,21 @@ namespace osu.Game.Screens.Play
return base.OnExiting(next);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
switch (args.Key)
{
case Key.Escape:
if (!isPaused)
{
Pause();
return true;
}
else { return false; }
}
return base.OnKeyDown(state, args);
}
private void dimChanged(object sender, EventArgs e)
{
Background?.FadeTo((100f - dimLevel) / 100, 800);