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https://github.com/ppy/osu
synced 2025-03-03 18:10:28 +00:00
Merge pull request #5081 from peppy/notification-overlay-always-present
Fix NotificationOverlay being always present
This commit is contained in:
commit
88f449e3a1
@ -18,9 +18,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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[TestFixture]
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public class TestSceneNotificationOverlay : OsuTestScene
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{
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private readonly NotificationOverlay manager;
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private readonly List<ProgressNotification> progressingNotifications = new List<ProgressNotification>();
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(NotificationSection),
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@ -31,25 +28,33 @@ namespace osu.Game.Tests.Visual.UserInterface
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typeof(Notification)
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};
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public TestSceneNotificationOverlay()
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private NotificationOverlay notificationOverlay;
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private readonly List<ProgressNotification> progressingNotifications = new List<ProgressNotification>();
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private SpriteText displayedCount;
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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progressingNotifications.Clear();
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Content.Add(manager = new NotificationOverlay
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Content.Children = new Drawable[]
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight
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});
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notificationOverlay = new NotificationOverlay
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight
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},
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displayedCount = new OsuSpriteText()
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};
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SpriteText displayedCount = new OsuSpriteText();
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Content.Add(displayedCount);
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void setState(Visibility state) => AddStep(state.ToString(), () => manager.State.Value = 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.NewValue}"; };
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notificationOverlay.UnreadCount.ValueChanged += count => { displayedCount.Text = $"displayed count: {count.NewValue}"; };
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});
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[Test]
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public void TestBasicFlow()
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{
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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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@ -61,6 +66,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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setState(Visibility.Hidden);
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AddRepeatStep(@"add many simple", sendManyNotifications, 3);
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AddWaitStep("wait some", 5);
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checkProgressingCount(0);
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@ -69,18 +75,122 @@ namespace osu.Game.Tests.Visual.UserInterface
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checkProgressingCount(1);
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AddAssert("Displayed count is 33", () => manager.UnreadCount.Value == 33);
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checkDisplayedCount(33);
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AddWaitStep("wait some", 10);
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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 = 10)
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[Test]
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public void TestImportantWhileClosed()
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{
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AddStep(@"simple #1", sendHelloNotification);
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AddAssert("Is visible", () => notificationOverlay.State.Value == Visibility.Visible);
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checkDisplayedCount(1);
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AddStep(@"progress #1", sendUploadProgress);
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AddStep(@"progress #2", sendDownloadProgress);
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checkProgressingCount(2);
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checkDisplayedCount(3);
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}
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[Test]
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public void TestUnimportantWhileClosed()
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{
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AddStep(@"background #1", sendBackgroundNotification);
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AddAssert("Is not visible", () => notificationOverlay.State.Value == Visibility.Hidden);
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checkDisplayedCount(1);
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AddStep(@"background progress #1", sendBackgroundUploadProgress);
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AddWaitStep("wait some", 5);
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checkProgressingCount(0);
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checkDisplayedCount(2);
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AddStep(@"simple #1", sendHelloNotification);
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checkDisplayedCount(3);
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}
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[Test]
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public void TestSpam()
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{
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setState(Visibility.Visible);
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AddRepeatStep("send barrage", sendBarrage, 10);
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}
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protected override void Update()
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{
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base.Update();
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progressingNotifications.RemoveAll(n => n.State == ProgressNotificationState.Completed);
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if (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
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{
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var p = progressingNotifications.Find(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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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 / 400) * RNG.NextSingle();
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else
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n.State = ProgressNotificationState.Completed;
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}
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}
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private void checkDisplayedCount(int expected) =>
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AddAssert($"Displayed count is {expected}", () => notificationOverlay.UnreadCount.Value == expected);
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private void sendDownloadProgress()
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{
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var n = new ProgressNotification
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{
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Text = @"Downloading Haitai...",
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CompletionText = "Downloaded Haitai!",
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};
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notificationOverlay.Post(n);
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progressingNotifications.Add(n);
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}
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private void sendUploadProgress()
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{
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var n = new ProgressNotification
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{
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Text = @"Uploading to BSS...",
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CompletionText = "Uploaded to BSS!",
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};
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notificationOverlay.Post(n);
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progressingNotifications.Add(n);
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}
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private void sendBackgroundUploadProgress()
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{
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var n = new BackgroundProgressNotification
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{
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Text = @"Uploading to BSS...",
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CompletionText = "Uploaded to BSS!",
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};
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notificationOverlay.Post(n);
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progressingNotifications.Add(n);
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}
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private void setState(Visibility state) => AddStep(state.ToString(), () => notificationOverlay.State.Value = state);
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private void checkProgressingCount(int expected) => AddAssert($"progressing count is {expected}", () => progressingNotifications.Count == expected);
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private void sendBarrage()
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{
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switch (RNG.Next(0, 4))
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{
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@ -100,69 +210,37 @@ namespace osu.Game.Tests.Visual.UserInterface
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sendDownloadProgress();
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break;
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}
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if (remaining > 0)
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Scheduler.AddDelayed(() => sendBarrage(remaining - 1), 80);
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}
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protected override void Update()
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{
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base.Update();
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progressingNotifications.RemoveAll(n => n.State == ProgressNotificationState.Completed);
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if (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
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{
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var p = progressingNotifications.Find(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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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 / 400) * RNG.NextSingle();
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else
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n.State = ProgressNotificationState.Completed;
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}
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}
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private void sendDownloadProgress()
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{
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var n = new ProgressNotification
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{
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Text = @"Downloading Haitai...",
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CompletionText = "Downloaded Haitai!",
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};
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manager.Post(n);
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progressingNotifications.Add(n);
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}
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private void sendUploadProgress()
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{
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var n = new ProgressNotification
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{
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Text = @"Uploading to BSS...",
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CompletionText = "Uploaded to BSS!",
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};
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manager.Post(n);
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progressingNotifications.Add(n);
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}
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private void sendAmazingNotification()
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{
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manager.Post(new SimpleNotification { Text = @"You are amazing" });
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notificationOverlay.Post(new SimpleNotification { Text = @"You are amazing" });
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}
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private void sendHelloNotification()
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{
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manager.Post(new SimpleNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
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notificationOverlay.Post(new SimpleNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
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}
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private void sendBackgroundNotification()
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{
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notificationOverlay.Post(new BackgroundNotification { 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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notificationOverlay.Post(new SimpleNotification { Text = @"Spam incoming!!" });
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}
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private class BackgroundNotification : SimpleNotification
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{
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public override bool IsImportant => false;
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}
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private class BackgroundProgressNotification : ProgressNotification
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{
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public override bool IsImportant => false;
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}
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}
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}
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@ -35,8 +35,6 @@ namespace osu.Game.Overlays
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Width = width;
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RelativeSizeAxes = Axes.Y;
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AlwaysPresent = true;
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Children = new Drawable[]
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{
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new Box
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@ -100,9 +98,6 @@ namespace osu.Game.Overlays
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OverlayActivationMode.BindValueChanged(_ => updateProcessingMode(), true);
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}
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private int totalCount => sections.Select(c => c.DisplayedCount).Sum();
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private int unreadCount => sections.Select(c => c.UnreadCount).Sum();
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public readonly BindableInt UnreadCount = new BindableInt();
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private int runningDepth;
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@ -111,6 +106,8 @@ namespace osu.Game.Overlays
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private readonly Scheduler postScheduler = new Scheduler();
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public override bool IsPresent => base.IsPresent || postScheduler.HasPendingTasks;
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private bool processingPosts = true;
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public void Post(Notification notification) => postScheduler.Add(() =>
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@ -160,7 +157,7 @@ namespace osu.Game.Overlays
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private void updateCounts()
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{
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UnreadCount.Value = unreadCount;
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UnreadCount.Value = sections.Select(c => c.UnreadCount).Sum();
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}
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private void markAllRead()
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@ -23,10 +23,16 @@ namespace osu.Game.Overlays.Notifications
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public string CompletionText { get; set; } = "Task has completed!";
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private float progress;
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public float Progress
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{
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get => progressBar.Progress;
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set => Schedule(() => progressBar.Progress = value);
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get => progress;
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set
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{
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progress = value;
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Scheduler.AddOnce(() => progressBar.Progress = progress);
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}
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}
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protected override void LoadComplete()
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@ -34,59 +40,56 @@ namespace osu.Game.Overlays.Notifications
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base.LoadComplete();
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//we may have received changes before we were displayed.
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State = state;
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updateState();
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}
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private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
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public CancellationToken CancellationToken => cancellationTokenSource.Token;
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public virtual ProgressNotificationState State
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public ProgressNotificationState State
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{
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get => state;
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set =>
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Schedule(() =>
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{
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bool stateChanged = state != value;
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state = value;
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set
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{
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if (state == value) return;
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if (IsLoaded)
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{
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switch (state)
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{
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case ProgressNotificationState.Queued:
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Light.Colour = colourQueued;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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state = value;
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case ProgressNotificationState.Active:
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Light.Colour = colourActive;
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Light.Pulsate = true;
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progressBar.Active = true;
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break;
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if (IsLoaded)
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Schedule(updateState);
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}
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}
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case ProgressNotificationState.Cancelled:
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cancellationTokenSource.Cancel();
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private void updateState()
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{
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switch (state)
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{
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case ProgressNotificationState.Queued:
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Light.Colour = colourQueued;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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Light.Colour = colourCancelled;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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}
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}
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case ProgressNotificationState.Active:
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Light.Colour = colourActive;
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Light.Pulsate = true;
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progressBar.Active = true;
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break;
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if (stateChanged)
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{
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switch (state)
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{
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case ProgressNotificationState.Completed:
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NotificationContent.MoveToY(-DrawSize.Y / 2, 200, Easing.OutQuint);
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this.FadeOut(200).Finally(d => Completed());
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break;
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}
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}
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});
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case ProgressNotificationState.Cancelled:
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cancellationTokenSource.Cancel();
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Light.Colour = colourCancelled;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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case ProgressNotificationState.Completed:
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NotificationContent.MoveToY(-DrawSize.Y / 2, 200, Easing.OutQuint);
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this.FadeOut(200).Finally(d => Completed());
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break;
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}
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}
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private ProgressNotificationState state;
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