Merge pull request #15173 from peppy/fix-epilepsy-warning-fade-out

Fix epilepsy warning not being faded out on an early exit during gameplay load
This commit is contained in:
Dan Balasescu 2021-10-18 15:18:38 +09:00 committed by GitHub
commit f2f9872718
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 10 additions and 2 deletions

View File

@ -291,7 +291,7 @@ public void TestEpilepsyWarning(bool warning)
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddAssert($"epilepsy warning {(warning ? "present" : "absent")}", () => this.ChildrenOfType<EpilepsyWarning>().Any() == warning);
AddAssert($"epilepsy warning {(warning ? "present" : "absent")}", () => (getWarning() != null) == warning);
if (warning)
{
@ -335,12 +335,17 @@ public void TestEpilepsyWarningEarlyExit()
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddUntilStep("wait for epilepsy warning", () => loader.ChildrenOfType<EpilepsyWarning>().Single().Alpha > 0);
AddUntilStep("wait for epilepsy warning", () => getWarning().Alpha > 0);
AddUntilStep("warning is shown", () => getWarning().State.Value == Visibility.Visible);
AddStep("exit early", () => loader.Exit());
AddUntilStep("warning is hidden", () => getWarning().State.Value == Visibility.Hidden);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
}
private EpilepsyWarning getWarning() => loader.ChildrenOfType<EpilepsyWarning>().SingleOrDefault();
private class TestPlayerLoader : PlayerLoader
{
public new VisualSettings VisualSettings => base.VisualSettings;

View File

@ -246,6 +246,9 @@ public override bool OnExiting(IScreen next)
cancelLoad();
contentOut();
// If the load sequence was interrupted, the epilepsy warning may already be displayed (or in the process of being displayed).
epilepsyWarning?.Hide();
// Ensure the screen doesn't expire until all the outwards fade operations have completed.
this.Delay(content_out_duration).FadeOut();