From b7126b3efb2824da40ef53673ec262a01f348f18 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sat, 2 Mar 2019 14:48:05 +0900 Subject: [PATCH] Fix mod select overlay dimming itself --- .../Graphics/Containers/OsuFocusedOverlayContainer.cs | 8 +++++++- osu.Game/Overlays/Mods/ModSelectOverlay.cs | 2 ++ 2 files changed, 9 insertions(+), 1 deletion(-) diff --git a/osu.Game/Graphics/Containers/OsuFocusedOverlayContainer.cs b/osu.Game/Graphics/Containers/OsuFocusedOverlayContainer.cs index 8e47bf2e99..c6ee91f961 100644 --- a/osu.Game/Graphics/Containers/OsuFocusedOverlayContainer.cs +++ b/osu.Game/Graphics/Containers/OsuFocusedOverlayContainer.cs @@ -24,6 +24,12 @@ public class OsuFocusedOverlayContainer : FocusedOverlayContainer, IPreviewTrack protected override bool BlockNonPositionalInput => true; + /// + /// Temporary to allow for overlays in the main screen content to not dim theirselves. + /// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?). + /// + protected virtual bool DimMainContent => true; + [Resolved(CanBeNull = true)] private OsuGame osuGame { get; set; } @@ -95,7 +101,7 @@ private void onStateChanged(Visibility visibility) if (OverlayActivationMode.Value != OverlayActivation.Disabled) { if (PlaySamplesOnStateChange) samplePopIn?.Play(); - if (BlockScreenWideMouse) osuGame?.AddBlockingOverlay(this); + if (BlockScreenWideMouse && DimMainContent) osuGame?.AddBlockingOverlay(this); } else State = Visibility.Hidden; diff --git a/osu.Game/Overlays/Mods/ModSelectOverlay.cs b/osu.Game/Overlays/Mods/ModSelectOverlay.cs index 24faf36ef8..aa41723ca6 100644 --- a/osu.Game/Overlays/Mods/ModSelectOverlay.cs +++ b/osu.Game/Overlays/Mods/ModSelectOverlay.cs @@ -38,6 +38,8 @@ public class ModSelectOverlay : WaveOverlayContainer protected override bool BlockNonPositionalInput => false; + protected override bool DimMainContent => false; + protected readonly FillFlowContainer ModSectionsContainer; protected readonly Bindable> SelectedMods = new Bindable>(new Mod[] { });