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Fire Notification.Closed
immediately to ensure off-screen notifications are closed
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@ -210,14 +210,14 @@ namespace osu.Game.Overlays
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mainContent.FadeTo(0, TRANSITION_LENGTH, Easing.OutQuint);
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}
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private void notificationClosed()
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private void notificationClosed() => Schedule(() =>
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{
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updateCounts();
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// this debounce is currently shared between popin/popout sounds, which means one could potentially not play when the user is expecting it.
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// popout is constant across all notification types, and should therefore be handled using playback concurrency instead, but seems broken at the moment.
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playDebouncedSample("UI/overlay-pop-out");
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}
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});
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private void playDebouncedSample(string sampleName)
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{
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@ -26,7 +26,8 @@ namespace osu.Game.Overlays.Notifications
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public abstract class Notification : Container
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{
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/// <summary>
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/// User requested close.
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/// Notification was closed, either by user or otherwise.
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/// Importantly, this event may be fired from a non-update thread.
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/// </summary>
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public event Action? Closed;
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@ -55,6 +56,8 @@ namespace osu.Game.Overlays.Notifications
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protected Container IconContent;
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public bool WasClosed { get; private set; }
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private readonly Container content;
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protected override Container<Drawable> Content => content;
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@ -245,21 +248,23 @@ namespace osu.Game.Overlays.Notifications
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initialFlash.FadeOutFromOne(2000, Easing.OutQuart);
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}
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public bool WasClosed;
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public virtual void Close(bool runFlingAnimation)
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{
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if (WasClosed) return;
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WasClosed = true;
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Closed?.Invoke();
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Schedule(() =>
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{
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if (runFlingAnimation && dragContainer.FlingLeft())
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this.FadeOut(600, Easing.In);
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else
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this.FadeOut(100);
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Closed?.Invoke();
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Expire();
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});
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}
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private class DragContainer : Container
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@ -141,8 +141,6 @@ namespace osu.Game.Overlays.Notifications
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case ProgressNotificationState.Completed:
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loadingSpinner.Hide();
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attemptPostCompletion();
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base.Close(false);
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break;
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}
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}
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@ -166,6 +164,8 @@ namespace osu.Game.Overlays.Notifications
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CompletionTarget.Invoke(CreateCompletionNotification());
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completionSent = true;
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Close(false);
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}
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private ProgressNotificationState state;
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@ -239,6 +239,7 @@ namespace osu.Game.Overlays.Notifications
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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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case ProgressNotificationState.Cancelled:
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base.Close(runFlingAnimation);
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break;
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