Merge pull request #9313 from peppy/add-screen-suspend-blocking

Block screen suspend while gameplay is active
This commit is contained in:
Dan Balasescu 2020-06-19 12:49:40 +09:00 committed by GitHub
commit 98cd1f2a22
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2 changed files with 59 additions and 0 deletions

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@ -125,6 +125,8 @@ namespace osu.Game.Screens.Play
private GameplayBeatmap gameplayBeatmap;
private ScreenSuspensionHandler screenSuspension;
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
@ -179,6 +181,7 @@ namespace osu.Game.Screens.Play
InternalChild = GameplayClockContainer = new GameplayClockContainer(Beatmap.Value, Mods.Value, DrawableRuleset.GameplayStartTime);
AddInternal(gameplayBeatmap = new GameplayBeatmap(playableBeatmap));
AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
dependencies.CacheAs(gameplayBeatmap);
@ -628,12 +631,16 @@ namespace osu.Game.Screens.Play
public override void OnSuspending(IScreen next)
{
screenSuspension?.Expire();
fadeOut();
base.OnSuspending(next);
}
public override bool OnExiting(IScreen next)
{
screenSuspension?.Expire();
if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
{
// proceed to result screen if beatmap already finished playing

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@ -0,0 +1,52 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Platform;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Ensures screen is not suspended / dimmed while gameplay is active.
/// </summary>
public class ScreenSuspensionHandler : Component
{
private readonly GameplayClockContainer gameplayClockContainer;
private Bindable<bool> isPaused;
[Resolved]
private GameHost host { get; set; }
public ScreenSuspensionHandler([NotNull] GameplayClockContainer gameplayClockContainer)
{
this.gameplayClockContainer = gameplayClockContainer ?? throw new ArgumentNullException(nameof(gameplayClockContainer));
}
protected override void LoadComplete()
{
base.LoadComplete();
// This is the only usage game-wide of suspension changes.
// Assert to ensure we don't accidentally forget this in the future.
Debug.Assert(host.AllowScreenSuspension.Value);
isPaused = gameplayClockContainer.IsPaused.GetBoundCopy();
isPaused.BindValueChanged(paused => host.AllowScreenSuspension.Value = paused.NewValue, true);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
isPaused?.UnbindAll();
if (host != null)
host.AllowScreenSuspension.Value = true;
}
}
}