osu/osu.Game/Screens/Play/GameplayMenuOverlay.cs
Salman Ahmed 818b60a3d8 Fix pause overlay hiding input from ruleset input manager
If a key is pressed while the pause overlay is visible, the ruleset input manager will not see it, therefore if the user resumes while the key is held then releases the key, the ruleset input manager will not receive the key up event.
2024-07-19 18:48:35 +03:00

283 lines
9.4 KiB
C#

// 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osuTK;
using osuTK.Graphics;
using osu.Game.Localisation;
namespace osu.Game.Screens.Play
{
public abstract partial class GameplayMenuOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
{
protected const int TRANSITION_DURATION = 200;
private const int button_height = 70;
private const float background_alpha = 0.75f;
protected override bool BlockScrollInput => false;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
public Action? OnResume { get; init; }
public Action? OnRetry { get; init; }
public Action? OnQuit { get; init; }
/// <summary>
/// Action that is invoked when <see cref="GlobalAction.Back"/> is triggered.
/// </summary>
protected virtual Action BackAction => () =>
{
// We prefer triggering the button click as it will animate...
// but sometimes buttons aren't present (see FailOverlay's constructor as an example).
if (Buttons.Any())
Buttons.Last().TriggerClick();
else
OnQuit?.Invoke();
};
/// <summary>
/// Action that is invoked when <see cref="GlobalAction.Select"/> is triggered.
/// </summary>
protected virtual Action SelectAction => () => InternalButtons.Selected?.TriggerClick();
public abstract LocalisableString Header { get; }
protected SelectionCycleFillFlowContainer<DialogButton> InternalButtons = null!;
public IReadOnlyList<DialogButton> Buttons => InternalButtons;
private TextFlowContainer playInfoText = null!;
[Resolved]
private GlobalActionContainer globalAction { get; set; } = null!;
protected GameplayMenuOverlay()
{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Alpha = background_alpha,
},
new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 50),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Children = new Drawable[]
{
new OsuSpriteText
{
Text = Header,
Font = OsuFont.GetFont(size: 48),
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Colour = colours.Yellow,
},
InternalButtons = new SelectionCycleFillFlowContainer<DialogButton>
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(0.6f),
Radius = 50
},
},
playInfoText = new OsuTextFlowContainer(cp => cp.Font = OsuFont.GetFont(size: 18))
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
TextAnchor = Anchor.TopCentre,
AutoSizeAxes = Axes.Both,
}
}
},
};
if (OnResume != null)
AddButton(GameplayMenuOverlayStrings.Continue, colours.Green, () => OnResume.Invoke());
if (OnRetry != null)
AddButton(GameplayMenuOverlayStrings.Retry, colours.YellowDark, () => OnRetry.Invoke());
if (OnQuit != null)
AddButton(GameplayMenuOverlayStrings.Quit, new Color4(170, 27, 39, 255), () => OnQuit.Invoke());
State.ValueChanged += _ => InternalButtons.Deselect();
updateInfoText();
}
private int retries;
public int Retries
{
set
{
if (value == retries)
return;
retries = value;
if (IsLoaded)
updateInfoText();
}
}
protected override void PopIn()
{
this.FadeIn(TRANSITION_DURATION, Easing.In);
updateInfoText();
}
protected override void PopOut() => this.FadeOut(TRANSITION_DURATION, Easing.In);
// Don't let mouse down events through the overlay or people can click circles while paused.
protected override bool OnMouseDown(MouseDownEvent e) => true;
protected override bool OnMouseMove(MouseMoveEvent e) => true;
protected void AddButton(LocalisableString text, Color4 colour, Action? action)
{
var button = new Button
{
Text = text,
ButtonColour = colour,
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Height = button_height,
Action = delegate
{
action?.Invoke();
Hide();
}
};
InternalButtons.Add(button);
}
public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.SelectPrevious:
InternalButtons.SelectPrevious();
return true;
case GlobalAction.SelectNext:
InternalButtons.SelectNext();
return true;
case GlobalAction.Back:
BackAction.Invoke();
return true;
case GlobalAction.Select:
SelectAction.Invoke();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
[Resolved]
private IGameplayClock? gameplayClock { get; set; }
[Resolved]
private GameplayState? gameplayState { get; set; }
private void updateInfoText()
{
playInfoText.Clear();
playInfoText.AddText(GameplayMenuOverlayStrings.RetryCount);
playInfoText.AddText(retries.ToString(), cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
if (getSongProgress() is int progress)
{
playInfoText.NewLine();
playInfoText.AddText(GameplayMenuOverlayStrings.SongProgress);
playInfoText.AddText($"{progress}%", cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
}
}
private int? getSongProgress()
{
if (gameplayClock == null || gameplayState == null)
return null;
(double firstHitTime, double lastHitTime) = gameplayState.Beatmap.CalculatePlayableBounds();
double playableLength = (lastHitTime - firstHitTime);
if (playableLength == 0)
return 0;
return (int)Math.Clamp(((gameplayClock.CurrentTime - firstHitTime) / playableLength) * 100, 0, 100);
}
private partial class Button : DialogButton
{
// required to ensure keyboard navigation always starts from an extremity (unless the cursor is moved)
protected override bool OnHover(HoverEvent e) => true;
protected override bool OnMouseMove(MouseMoveEvent e)
{
State = SelectionState.Selected;
return base.OnMouseMove(e);
}
}
protected override bool Handle(UIEvent e)
{
switch (e)
{
case ScrollEvent:
if (ReceivePositionalInputAt(e.ScreenSpaceMousePosition))
return globalAction.TriggerEvent(e);
break;
}
return base.Handle(e);
}
}
}