Don't automatically pause when window is inactive if in break time

This commit is contained in:
Dean Herbert 2019-12-11 15:45:50 +09:00
parent 6c8f325063
commit 75f9250645
1 changed files with 7 additions and 1 deletions

View File

@ -135,7 +135,7 @@ private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
addGameplayComponents(GameplayClockContainer, working);
addOverlayComponents(GameplayClockContainer, working);
DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true);
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
// bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
@ -146,6 +146,7 @@ private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor);
breakOverlay.IsBreakTime.ValueChanged += _ => updatePauseOnFocusLostState();
}
private void addUnderlayComponents(Container target)
@ -241,6 +242,11 @@ private void addOverlayComponents(Container target, WorkingBeatmap working)
});
}
private void updatePauseOnFocusLostState() =>
HUDOverlay.HoldToQuit.PauseOnFocusLost = PauseOnFocusLost
&& !DrawableRuleset.HasReplayLoaded.Value
&& !breakOverlay.IsBreakTime.Value;
private WorkingBeatmap loadBeatmap()
{
WorkingBeatmap working = Beatmap.Value;