mirror of https://github.com/ppy/osu
osu! resume overlay
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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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.UI
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{
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public class OsuResumeOverlay : ResumeOverlay
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{
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private OsuClickToResumeCursor clickToResumeCursor;
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private GameplayCursorContainer localCursorContainer;
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public override CursorContainer LocalCursor => State == Visibility.Visible ? localCursorContainer : null;
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protected override string Message => "Click the orange cursor to resume";
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Add(clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume });
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}
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public override void Show()
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{
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base.Show();
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clickToResumeCursor.ShowAt(GameplayCursor.ActiveCursor.Position);
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Add(localCursorContainer = new GameplayCursorContainer());
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}
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public override void Hide()
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{
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localCursorContainer.Expire();
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base.Hide();
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}
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protected override bool OnHover(HoverEvent e) => true;
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public class OsuClickToResumeCursor : OsuCursor, IKeyBindingHandler<OsuAction>
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{
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public override bool HandlePositionalInput => true;
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public Action ResumeRequested;
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public OsuClickToResumeCursor()
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{
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RelativePositionAxes = Axes.Both;
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}
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protected override bool OnHover(HoverEvent e)
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{
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updateColour();
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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updateColour();
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base.OnHoverLost(e);
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}
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public bool OnPressed(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (!IsHovered) return false;
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this.ScaleTo(new Vector2(2), TRANSITION_TIME, Easing.OutQuint);
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ResumeRequested?.Invoke();
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return true;
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}
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return false;
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}
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public bool OnReleased(OsuAction action) => false;
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public void ShowAt(Vector2 activeCursorPosition) => Schedule(() =>
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{
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updateColour();
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this.MoveTo(activeCursorPosition);
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this.ScaleTo(new Vector2(4)).Then().ScaleTo(Vector2.One, 1000, Easing.OutQuint);
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});
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private void updateColour()
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{
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this.FadeColour(IsHovered ? Color4.White : Color4.Orange, 400, Easing.OutQuint);
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}
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}
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}
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}
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@ -0,0 +1,74 @@
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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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// An overlay which can be used to require further user actions before gameplay is resumed.
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/// </summary>
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public abstract class ResumeOverlay : OverlayContainer
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{
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public CursorContainer GameplayCursor { get; set; }
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/// <summary>
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/// The action to be performed to complete resuming.
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/// </summary>
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public Action ResumeAction { private get; set; }
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public virtual CursorContainer LocalCursor => null;
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protected const float TRANSITION_TIME = 500;
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protected override bool BlockPositionalInput => false;
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protected abstract string Message { get; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected ResumeOverlay()
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{
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RelativeSizeAxes = Axes.Both;
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}
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protected void Resume()
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{
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ResumeAction?.Invoke();
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Hide();
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AddRange(new Drawable[]
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{
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new OsuSpriteText
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{
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RelativePositionAxes = Axes.Both,
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Y = 0.4f,
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Text = Message,
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Font = OsuFont.GetFont(size: 30),
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Spacing = new Vector2(5, 0),
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Colour = colours.Yellow,
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Shadow = true,
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ShadowColour = new Color4(0, 0, 0, 0.25f)
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}
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});
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}
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protected override void PopIn() => this.FadeIn(TRANSITION_TIME, Easing.OutQuint);
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protected override void PopOut() => this.FadeOut(TRANSITION_TIME, Easing.OutQuint);
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}
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}
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