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https://github.com/ppy/osu
synced 2024-12-11 17:42:28 +00:00
Fix notification overlay layout and scheduled tasks being delayed
Closes #1295
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commit
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.MathUtils;
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using osu.Game.Overlays;
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@ -19,11 +20,12 @@ namespace osu.Game.Tests.Visual
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(Notification),
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typeof(NotificationSection),
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typeof(SimpleNotification),
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typeof(ProgressNotification),
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typeof(ProgressCompletionNotification),
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typeof(SimpleNotification),
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typeof(IHasCompletionTarget),
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typeof(Notification)
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};
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public TestCaseNotificationOverlay()
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@ -40,17 +42,44 @@ namespace osu.Game.Tests.Visual
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Content.Add(displayedCount);
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void setState(Visibility state) => AddStep(state.ToString(), () => manager.State = state);
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void checkProgressingCount(int expected) => AddAssert($"progressing count is {expected}", () => progressingNotifications.Count == expected);
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manager.UnreadCount.ValueChanged += count => { displayedCount.Text = $"displayed count: {count}"; };
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AddStep(@"toggle", manager.ToggleVisibility);
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setState(Visibility.Visible);
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AddStep(@"simple #1", sendHelloNotification);
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AddStep(@"simple #2", sendAmazingNotification);
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AddStep(@"progress #1", sendUploadProgress);
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AddStep(@"progress #2", sendDownloadProgress);
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AddStep(@"barrage", () => sendBarrage());
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checkProgressingCount(2);
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setState(Visibility.Hidden);
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AddRepeatStep(@"add many simple", sendManyNotifications, 3);
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AddWaitStep(5);
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checkProgressingCount(0);
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AddStep(@"progress #3", sendUploadProgress);
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checkProgressingCount(1);
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AddAssert("Displayed count is 33", () => manager.UnreadCount.Value == 33);
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AddWaitStep(5);
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checkProgressingCount(0);
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setState(Visibility.Visible);
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//AddStep(@"barrage", () => sendBarrage());
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}
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private void sendBarrage(int remaining = 100)
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private void sendBarrage(int remaining = 10)
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{
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switch (RNG.Next(0, 4))
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{
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@ -80,7 +109,7 @@ namespace osu.Game.Tests.Visual
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if (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
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{
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var p = progressingNotifications.FirstOrDefault(n => n.IsAlive && n.State == ProgressNotificationState.Queued);
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var p = progressingNotifications.FirstOrDefault(n => n.State == ProgressNotificationState.Queued);
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if (p != null)
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p.State = ProgressNotificationState.Active;
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}
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@ -88,7 +117,7 @@ namespace osu.Game.Tests.Visual
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foreach (var n in progressingNotifications.FindAll(n => n.State == ProgressNotificationState.Active))
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{
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if (n.Progress < 1)
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n.Progress += (float)(Time.Elapsed / 2000) * RNG.NextSingle();
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n.Progress += (float)(Time.Elapsed / 200) * RNG.NextSingle();
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else
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n.State = ProgressNotificationState.Completed;
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}
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@ -125,5 +154,11 @@ namespace osu.Game.Tests.Visual
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{
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manager.Post(new SimpleNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
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}
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private void sendManyNotifications()
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{
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for (int i = 0; i < 10; i++)
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manager.Post(new SimpleNotification { Text = @"Spam incoming!!" });
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}
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}
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}
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@ -20,6 +20,10 @@ namespace osu.Game.Overlays.Notifications
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private OsuSpriteText titleText;
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private OsuSpriteText countText;
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// this is required to ensure correct layout and scheduling on children.
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// the layout portion of this is being tracked as a framework issue (TODO).
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protected override bool RequiresChildrenUpdate => true;
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private ClearAllButton clearButton;
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private FlowContainer<Notification> notifications;
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