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https://github.com/ppy/osu
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Merge pull request #4153 from peppy/dont-always-focus-textboxes
Dont always focus textboxes
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commit
94276c8abb
@ -3,7 +3,9 @@
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using osuTK.Graphics;
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osu.Game.Input.Bindings;
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using osuTK.Input;
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@ -21,9 +23,16 @@ namespace osu.Game.Graphics.UserInterface
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private bool focus;
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private bool allowImmediateFocus => host?.OnScreenKeyboardOverlapsGameWindow != true;
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public void TakeFocus()
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{
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if (allowImmediateFocus) GetContainingInputManager().ChangeFocus(this);
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}
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public bool HoldFocus
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{
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get { return focus; }
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get => allowImmediateFocus && focus;
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set
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{
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focus = value;
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@ -32,6 +41,14 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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private GameHost host;
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[BackgroundDependencyLoader]
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private void load(GameHost host)
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{
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this.host = host;
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}
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// We may not be focused yet, but we need to handle keyboard input to be able to request focus
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public override bool HandleNonPositionalInput => HoldFocus || base.HandleNonPositionalInput;
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@ -164,7 +164,7 @@ namespace osu.Game.Overlays.Chat.Selection
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protected override void OnFocus(FocusEvent e)
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{
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GetContainingInputManager().ChangeFocus(search);
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search.TakeFocus();
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base.OnFocus(e);
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}
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@ -302,7 +302,7 @@ namespace osu.Game.Overlays
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protected override void OnFocus(FocusEvent e)
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{
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//this is necessary as textbox is masked away and therefore can't get focus :(
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GetContainingInputManager().ChangeFocus(textbox);
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textbox.TakeFocus();
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base.OnFocus(e);
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}
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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@ -53,10 +52,9 @@ namespace osu.Game.Overlays.Music
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public class FilterTextBox : SearchTextBox
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{
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private Color4 backgroundColour;
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protected override Color4 BackgroundUnfocused => OsuColour.Gray(0.06f);
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protected override Color4 BackgroundFocused => OsuColour.Gray(0.12f);
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protected override Color4 BackgroundUnfocused => backgroundColour;
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protected override Color4 BackgroundFocused => backgroundColour;
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protected override bool AllowCommit => true;
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public FilterTextBox()
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@ -64,12 +62,6 @@ namespace osu.Game.Overlays.Music
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Masking = true;
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CornerRadius = 5;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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backgroundColour = colours.Gray2;
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}
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}
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}
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}
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@ -92,7 +92,7 @@ namespace osu.Game.Overlays.Music
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protected override void PopIn()
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{
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filter.Search.HoldFocus = true;
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Schedule(() => GetContainingInputManager().ChangeFocus(filter.Search));
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Schedule(() => filter.Search.TakeFocus());
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this.ResizeTo(new Vector2(1, playlist_height), transition_duration, Easing.OutQuint);
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this.FadeIn(transition_duration, Easing.OutQuint);
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@ -127,17 +127,10 @@ namespace osu.Game.Overlays.SearchableList
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private class FilterSearchTextBox : SearchTextBox
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{
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protected override Color4 BackgroundUnfocused => backgroundColour;
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protected override Color4 BackgroundFocused => backgroundColour;
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protected override Color4 BackgroundUnfocused => OsuColour.Gray(0.06f);
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protected override Color4 BackgroundFocused => OsuColour.Gray(0.12f);
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protected override bool AllowCommit => true;
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private Color4 backgroundColour;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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backgroundColour = colours.Gray2.Opacity(0.9f);
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}
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}
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}
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}
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@ -103,7 +103,7 @@ namespace osu.Game.Overlays.SearchableList
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protected override void OnFocus(FocusEvent e)
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{
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GetContainingInputManager().ChangeFocus(Filter.Search);
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Filter.Search.TakeFocus();
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}
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protected override void PopIn()
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@ -179,7 +179,7 @@ namespace osu.Game.Overlays
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protected override void OnFocus(FocusEvent e)
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{
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GetContainingInputManager().ChangeFocus(searchTextBox);
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searchTextBox.TakeFocus();
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base.OnFocus(e);
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}
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@ -98,7 +98,7 @@ namespace osu.Game.Screens.Multi.Lounge
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protected override void OnFocus(FocusEvent e)
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{
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GetContainingInputManager().ChangeFocus(Filter.Search);
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Filter.Search.TakeFocus();
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}
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protected override void OnEntering(Screen last)
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