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Merge pull request #222 from peppy/better-exit-process
Move the actual outro sequence into Intro rather than MainMenu.
This commit is contained in:
commit
e33aaa95a8
@ -1 +1 @@
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Subproject commit 6edd5eacdd25cc8c4f4dbca3414678c0b7dc5deb
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Subproject commit a3b2991157ec0bdeb0e73d10e7b845aa16715420
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@ -20,6 +20,7 @@ using osu.Game.Graphics.UserInterface.Volume;
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using osu.Game.Database;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Timing;
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using osu.Game.Modes;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Screens;
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@ -154,11 +155,19 @@ namespace osu.Game
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private bool globalHotkeyPressed(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat) return false;
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switch (args.Key)
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{
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case Key.F8:
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chat.ToggleVisibility();
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return true;
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case Key.PageUp:
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case Key.PageDown:
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var rate = ((Clock as ThrottledFrameClock).Source as StopwatchClock).Rate * (args.Key == Key.PageUp ? 1.1f : 0.9f);
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((Clock as ThrottledFrameClock).Source as StopwatchClock).Rate = rate;
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Logger.Log($@"Adjusting game clock to {rate}", LoggingTarget.Debug);
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return true;
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}
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if (state.Keyboard.ControlPressed)
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@ -144,7 +144,6 @@ namespace osu.Game.Screens.Menu
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private void onExit()
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{
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State = MenuState.Exit;
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OnExit?.Invoke();
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}
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@ -25,6 +25,7 @@ namespace osu.Game.Screens.Menu
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MainMenu mainMenu;
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private AudioSample welcome;
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private AudioSample seeya;
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private AudioTrack bgm;
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internal override bool ShowOverlays => (ParentGameMode as OsuGameMode)?.ShowOverlays ?? false;
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@ -58,6 +59,7 @@ namespace osu.Game.Screens.Menu
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private void load(AudioManager audio)
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{
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welcome = audio.Sample.Get(@"welcome");
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seeya = audio.Sample.Get(@"seeya");
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bgm = audio.Track.Get(@"circles");
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bgm.Looping = true;
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@ -106,8 +108,15 @@ namespace osu.Game.Screens.Menu
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protected override void OnResuming(GameMode last)
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{
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//we are just an intro. if we are resumed, we just want to exit after a short delay (to allow the last mode to transition out).
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Scheduler.AddDelayed(Exit, 600);
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//we also handle the exit transition.
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seeya.Play();
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double fadeOutTime = (last.LifetimeEnd - Time.Current) + 100;
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Scheduler.AddDelayed(Exit, fadeOutTime);
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//don't want to fade out completely else we will stop running updates and shit will hit the fan.
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Game.FadeTo(0.01f, fadeOutTime);
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base.OnResuming(last);
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}
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@ -1,6 +1,7 @@
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.GameModes;
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using osu.Framework.GameModes.Testing;
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@ -49,7 +50,7 @@ namespace osu.Game.Screens.Menu
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OnSolo = delegate { Push(new PlaySongSelect()); },
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OnMulti = delegate { Push(new Lobby()); },
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OnTest = delegate { Push(new TestBrowser()); },
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OnExit = delegate { Scheduler.AddDelayed(Exit, ButtonSystem.EXIT_DELAY); },
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OnExit = delegate { Exit(); },
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}
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}
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}
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@ -93,5 +94,12 @@ namespace osu.Game.Screens.Menu
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Content.FadeIn(length, EasingTypes.OutQuint);
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Content.MoveTo(new Vector2(0, 0), length, EasingTypes.OutQuint);
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}
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protected override bool OnExiting(GameMode next)
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{
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buttons.State = MenuState.Exit;
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Content.FadeOut(ButtonSystem.EXIT_DELAY);
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return base.OnExiting(next);
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}
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}
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}
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