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https://github.com/ppy/osu
synced 2024-12-25 16:22:23 +00:00
Fix issues with main menu -> editor loader transition
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parent
74a129dc27
commit
7012a1d934
@ -11,6 +11,7 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Menu;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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@ -19,15 +20,25 @@ namespace osu.Game.Tests.Visual.Editing
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public class TestSceneDifficultySwitching : ScreenTestScene
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{
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private BeatmapSetInfo importedBeatmapSet;
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private Editor editor;
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// required for screen transitions to work properly
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// (see comment in EditorLoader.LogoArriving).
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[Cached]
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private OsuLogo logo = new OsuLogo
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{
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Alpha = 0
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};
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[Resolved]
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private OsuGameBase game { get; set; }
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private Editor editor;
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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[BackgroundDependencyLoader]
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private void load() => Add(logo);
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[SetUpSteps]
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public void SetUp()
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{
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@ -3,10 +3,11 @@
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Screens.Edit
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{
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@ -14,18 +15,29 @@ namespace osu.Game.Screens.Edit
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/// Transition screen for the editor.
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/// Used to avoid backing out to main menu/song select when switching difficulties from within the editor.
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/// </summary>
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public class EditorLoader : ScreenWithBeatmapBackground
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public class EditorLoader : OsuScreen
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{
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool AllowBackButton => false;
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public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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[CanBeNull]
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private ScheduledDelegate scheduledDifficultySwitch;
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public override void OnEntering(IScreen last)
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.OnEntering(last);
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pushEditor();
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base.LogoArriving(logo, resuming);
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// the push cannot happen in OnEntering() or similar (even if scheduled), because the transition from main menu will look bad.
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// that is because this screen pushing the editor makes it no longer current, and OsuScreen checks if the screen is current
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// before enqueueing this screen's LogoArriving onto the logo animation sequence.
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logo.Delay(300).Schedule(pushEditor);
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}
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private void pushEditor()
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