Merge pull request #30863 from frenzibyte/improve-back-button-display

Delay back button appearance when performing a quick restart
This commit is contained in:
Bartłomiej Dach 2024-12-02 11:49:45 +01:00 committed by GitHub
commit 6c0ccc5ebe
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GPG Key ID: B5690EEEBB952194
11 changed files with 54 additions and 23 deletions

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@ -174,6 +174,11 @@ namespace osu.Game
/// </summary>
public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
/// <summary>
/// Whether the back button is currently displayed.
/// </summary>
private readonly IBindable<bool> backButtonVisibility = new Bindable<bool>();
IBindable<LocalUserPlayingState> ILocalUserPlayInfo.PlayingState => playingState;
private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
@ -1019,7 +1024,7 @@ namespace osu.Game
if (!(ScreenStack.CurrentScreen is IOsuScreen currentScreen))
return;
if (!((Drawable)currentScreen).IsLoaded || (currentScreen.AllowBackButton && !currentScreen.OnBackButton()))
if (!((Drawable)currentScreen).IsLoaded || (currentScreen.AllowUserExit && !currentScreen.OnBackButton()))
ScreenStack.Exit();
}
},
@ -1189,6 +1194,14 @@ namespace osu.Game
if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
};
backButtonVisibility.ValueChanged += visible =>
{
if (visible.NewValue)
BackButton.Show();
else
BackButton.Hide();
};
// Importantly, this should be run after binding PostNotification to the import handlers so they can present the import after game startup.
handleStartupImport();
}
@ -1581,12 +1594,14 @@ namespace osu.Game
if (current is IOsuScreen currentOsuScreen)
{
backButtonVisibility.UnbindFrom(currentOsuScreen.BackButtonVisibility);
OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);
API.Activity.UnbindFrom(currentOsuScreen.Activity);
}
if (newScreen is IOsuScreen newOsuScreen)
{
backButtonVisibility.BindTo(newOsuScreen.BackButtonVisibility);
OverlayActivationMode.BindTo(newOsuScreen.OverlayActivationMode);
API.Activity.BindTo(newOsuScreen.Activity);
@ -1597,11 +1612,6 @@ namespace osu.Game
else
Toolbar.Show();
if (newOsuScreen.AllowBackButton)
BackButton.Show();
else
BackButton.Hide();
if (newOsuScreen.ShowFooter)
{
BackButton.Hide();

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@ -26,7 +26,7 @@ namespace osu.Game.Overlays.Settings.Sections.Maintenance
[Resolved(canBeNull: true)]
private OsuGame game { get; set; }
public override bool AllowBackButton => false;
public override bool AllowUserExit => false;
public override bool AllowExternalScreenChange => false;

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@ -80,8 +80,6 @@ namespace osu.Game.Screens.Edit
public override float BackgroundParallaxAmount => 0.1f;
public override bool AllowBackButton => false;
public override bool HideOverlaysOnEnter => true;
public override bool DisallowExternalBeatmapRulesetChanges => true;
@ -194,6 +192,8 @@ namespace osu.Game.Screens.Edit
}
}
protected override bool InitialBackButtonVisibility => false;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
@ -760,11 +760,6 @@ namespace osu.Game.Screens.Edit
switch (e.Action)
{
case GlobalAction.Back:
// as we don't want to display the back button, manual handling of exit action is required.
this.Exit();
return true;
case GlobalAction.EditorCloneSelection:
Clone();
return true;

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@ -36,7 +36,7 @@ namespace osu.Game.Screens.Edit
public override float BackgroundParallaxAmount => 0.1f;
public override bool AllowBackButton => false;
public override bool AllowUserExit => false;
public override bool HideOverlaysOnEnter => true;

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@ -5,6 +5,7 @@ using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Screens.Footer;
@ -21,15 +22,21 @@ namespace osu.Game.Screens
bool DisallowExternalBeatmapRulesetChanges { get; }
/// <summary>
/// Whether the user can exit this <see cref="IOsuScreen"/> by pressing the back button.
/// Whether the user can exit this <see cref="IOsuScreen"/>.
/// </summary>
bool AllowBackButton { get; }
/// <remarks>
/// When overriden to <c>false</c>,
/// the user is blocked from exiting the screen via the <see cref="GlobalAction.Back"/> action,
/// and the back button is hidden from this screen by the initial state of <see cref="BackButtonVisibility"/> being set to hidden.
/// </remarks>
bool AllowUserExit { get; }
/// <summary>
/// Whether a footer (and a back button) should be displayed underneath the screen.
/// </summary>
/// <remarks>
/// Temporarily, the back button is shown regardless of whether <see cref="AllowBackButton"/> is true.
/// Temporarily, the footer's own back button is shown regardless of whether <see cref="BackButtonVisibility"/> is set to hidden.
/// This will be corrected as the footer becomes used more commonly.
/// </remarks>
bool ShowFooter { get; }
@ -59,6 +66,11 @@ namespace osu.Game.Screens
/// </summary>
IBindable<OverlayActivation> OverlayActivationMode { get; }
/// <summary>
/// Whether the back button should be displayed in this screen.
/// </summary>
IBindable<bool> BackButtonVisibility { get; }
/// <summary>
/// The current <see cref="UserActivity"/> for this screen.
/// </summary>

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@ -48,7 +48,7 @@ namespace osu.Game.Screens.Menu
public override bool HideOverlaysOnEnter => Buttons == null || Buttons.State == ButtonSystemState.Initial;
public override bool AllowBackButton => false;
public override bool AllowUserExit => false;
public override bool AllowExternalScreenChange => true;

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@ -180,7 +180,7 @@ namespace osu.Game.Screens.OnlinePlay
if (!(screenStack.CurrentScreen is IOnlinePlaySubScreen onlineSubScreen))
return false;
if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowBackButton && onlineSubScreen.OnBackButton())
if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowUserExit && onlineSubScreen.OnBackButton())
return true;
if (screenStack.CurrentScreen != null && !(screenStack.CurrentScreen is LoungeSubScreen))

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@ -37,7 +37,7 @@ namespace osu.Game.Screens
public string Description => Title;
public virtual bool AllowBackButton => true;
public virtual bool AllowUserExit => true;
public virtual bool ShowFooter => false;
@ -56,6 +56,15 @@ namespace osu.Game.Screens
IBindable<OverlayActivation> IOsuScreen.OverlayActivationMode => OverlayActivationMode;
/// <summary>
/// The initial visibility state of the back button when this screen is entered for the first time.
/// </summary>
protected virtual bool InitialBackButtonVisibility => AllowUserExit;
public readonly Bindable<bool> BackButtonVisibility;
IBindable<bool> IOsuScreen.BackButtonVisibility => BackButtonVisibility;
public virtual bool CursorVisible => true;
protected new OsuGameBase Game => base.Game as OsuGameBase;
@ -154,6 +163,7 @@ namespace osu.Game.Screens
Origin = Anchor.Centre;
OverlayActivationMode = new Bindable<OverlayActivation>(InitialOverlayActivationMode);
BackButtonVisibility = new Bindable<bool>(InitialBackButtonVisibility);
}
[BackgroundDependencyLoader(true)]

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@ -57,7 +57,7 @@ namespace osu.Game.Screens.Play
/// </summary>
public event Action OnGameplayStarted;
public override bool AllowBackButton => false; // handled by HoldForMenuButton
public override bool AllowUserExit => false; // handled by HoldForMenuButton
protected override bool PlayExitSound => !isRestarting;

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@ -485,6 +485,8 @@ namespace osu.Game.Screens.Play
if (quickRestart)
{
BackButtonVisibility.Value = false;
// A quick restart starts by triggering a fade to black
AddInternal(quickRestartBlackLayer = new Box
{
@ -503,6 +505,8 @@ namespace osu.Game.Screens.Play
.Delay(quick_restart_initial_delay)
.ScaleTo(1)
.FadeInFromZero(500, Easing.OutQuint);
this.Delay(quick_restart_initial_delay).Schedule(() => BackButtonVisibility.Value = true);
}
else
{

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@ -10,7 +10,7 @@ namespace osu.Game.Screens
/// </summary>
public abstract partial class StartupScreen : OsuScreen
{
public override bool AllowBackButton => false;
public override bool AllowUserExit => false;
public override bool HideOverlaysOnEnter => true;