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Merge pull request #9911 from Game4all/fix-toolbar-visibility
Fix toolbar not respecting current overlay activation mode
This commit is contained in:
commit
33e9e518e3
@ -4,8 +4,10 @@
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Rulesets;
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using osuTK.Input;
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@ -15,7 +17,7 @@ namespace osu.Game.Tests.Visual.Menus
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[TestFixture]
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public class TestSceneToolbar : OsuManualInputManagerTestScene
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{
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private Toolbar toolbar;
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private TestToolbar toolbar;
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[Resolved]
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private RulesetStore rulesets { get; set; }
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@ -23,7 +25,7 @@ namespace osu.Game.Tests.Visual.Menus
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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Child = toolbar = new Toolbar { State = { Value = Visibility.Visible } };
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Child = toolbar = new TestToolbar { State = { Value = Visibility.Visible } };
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});
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[Test]
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@ -72,5 +74,24 @@ namespace osu.Game.Tests.Visual.Menus
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AddUntilStep("ruleset switched", () => rulesetSelector.Current.Value.Equals(expected));
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}
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}
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[TestCase(OverlayActivation.All)]
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[TestCase(OverlayActivation.Disabled)]
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public void TestRespectsOverlayActivation(OverlayActivation mode)
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{
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AddStep($"set activation mode to {mode}", () => toolbar.OverlayActivationMode.Value = mode);
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AddStep("hide toolbar", () => toolbar.Hide());
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AddStep("try to show toolbar", () => toolbar.Show());
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if (mode == OverlayActivation.Disabled)
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AddAssert("toolbar still hidden", () => toolbar.State.Value == Visibility.Hidden);
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else
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AddAssert("toolbar is visible", () => toolbar.State.Value == Visibility.Visible);
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}
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public class TestToolbar : Toolbar
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{
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public new Bindable<OverlayActivation> OverlayActivationMode => base.OverlayActivationMode;
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}
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}
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}
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@ -28,7 +28,7 @@ namespace osu.Game.Overlays.Toolbar
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private const double transition_time = 500;
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private readonly Bindable<OverlayActivation> overlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All);
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protected readonly Bindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All);
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// Toolbar components like RulesetSelector should receive keyboard input events even when the toolbar is hidden.
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public override bool PropagateNonPositionalInputSubTree => true;
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@ -89,14 +89,8 @@ namespace osu.Game.Overlays.Toolbar
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// Bound after the selector is added to the hierarchy to give it a chance to load the available rulesets
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rulesetSelector.Current.BindTo(parentRuleset);
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State.ValueChanged += visibility =>
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{
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if (overlayActivationMode.Value == OverlayActivation.Disabled)
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Hide();
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};
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if (osuGame != null)
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overlayActivationMode.BindTo(osuGame.OverlayActivationMode);
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OverlayActivationMode.BindTo(osuGame.OverlayActivationMode);
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}
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public class ToolbarBackground : Container
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@ -137,6 +131,17 @@ namespace osu.Game.Overlays.Toolbar
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}
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}
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protected override void UpdateState(ValueChangedEvent<Visibility> state)
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{
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if (state.NewValue == Visibility.Visible && OverlayActivationMode.Value == OverlayActivation.Disabled)
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{
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State.Value = Visibility.Hidden;
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return;
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}
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base.UpdateState(state);
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}
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protected override void PopIn()
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{
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this.MoveToY(0, transition_time, Easing.OutQuint);
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