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Simplify toolbar hiding logic in FirstRunSetupOverlay
Rather than fiddling around with the activation modes, this seems like a much cleaner way to make things work. Closes https://github.com/ppy/osu/issues/18277.
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@ -62,8 +62,6 @@ namespace osu.Game.Overlays
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private Container screenContent = null!;
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private Bindable<OverlayActivation>? overlayActivationMode;
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private Container content = null!;
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private LoadingSpinner loading = null!;
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@ -225,16 +223,9 @@ namespace osu.Game.Overlays
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// if we are valid for display, only do so after reaching the main menu.
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performer.PerformFromScreen(screen =>
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{
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MainMenu menu = (MainMenu)screen;
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// Eventually I'd like to replace this with a better method that doesn't access the screen.
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// Either this dialog would be converted to its own screen, or at very least be "hosted" by a screen pushed to the main menu.
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// Alternatively, another method of disabling notifications could be added to `INotificationOverlay`.
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if (menu != null)
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{
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overlayActivationMode = menu.OverlayActivationMode.GetBoundCopy();
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overlayActivationMode.Value = OverlayActivation.UserTriggered;
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}
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// Hides the toolbar for us.
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if (screen is MainMenu menu)
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menu.ReturnToOsuLogo();
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base.Show();
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}, new[] { typeof(MainMenu) });
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@ -257,13 +248,6 @@ namespace osu.Game.Overlays
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content.ScaleTo(0.99f, 400, Easing.OutQuint);
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if (overlayActivationMode != null)
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{
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// If this is non-null we are guaranteed to have come from the main menu.
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overlayActivationMode.Value = OverlayActivation.All;
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overlayActivationMode = null;
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}
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if (currentStepIndex != null)
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{
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notificationOverlay.Post(new SimpleNotification
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@ -150,6 +150,8 @@ namespace osu.Game.Screens.Menu
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[Resolved(canBeNull: true)]
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private IPerformFromScreenRunner performer { get; set; }
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public void ReturnToOsuLogo() => Buttons.State = ButtonSystemState.Initial;
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private void confirmAndExit()
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{
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if (exitConfirmed) return;
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