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Use notification processing mode logic instead
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ddeee09a51
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@ -38,6 +38,8 @@ namespace osu.Game.Overlays
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[Resolved(canBeNull: true)]
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private FirstRunSetupOverlay firstRunSetup { get; set; }
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private IBindable<Visibility> firstRunSetupState;
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -84,7 +86,7 @@ namespace osu.Game.Overlays
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private void updateProcessingMode()
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{
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bool enabled = OverlayActivationMode.Value == OverlayActivation.All || State.Value == Visibility.Visible;
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bool enabled = (OverlayActivationMode.Value == OverlayActivation.All && firstRunSetupState?.Value != Visibility.Visible) || State.Value == Visibility.Visible;
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notificationsEnabler?.Cancel();
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@ -100,6 +102,10 @@ namespace osu.Game.Overlays
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base.LoadComplete();
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State.ValueChanged += _ => updateProcessingMode();
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firstRunSetupState = firstRunSetup.State.GetBoundCopy();
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firstRunSetupState.ValueChanged += _ => updateProcessingMode();
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OverlayActivationMode.BindValueChanged(_ => updateProcessingMode(), true);
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}
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@ -133,9 +139,7 @@ namespace osu.Game.Overlays
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var section = sections.Children.FirstOrDefault(s => s.AcceptTypes.Any(accept => accept.IsAssignableFrom(ourType)));
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section?.Add(notification, notification.DisplayOnTop ? -runningDepth : runningDepth);
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// we don't want important notifications interrupting user on first-run setup.
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// (this can happen when importing beatmaps inside setup, which posts import notifications)
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if (notification.IsImportant && firstRunSetup?.State.Value != Visibility.Visible)
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if (notification.IsImportant)
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Show();
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updateCounts();
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