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Merge pull request #24144 from peppy/no-dismiss-all-progress-notifications

Remove the ability to cancel all "in progress" tasks
This commit is contained in:
Bartłomiej Dach 2023-07-08 15:24:12 +02:00 committed by GitHub
commit 0f56080fe3
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6 changed files with 42 additions and 43 deletions

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@ -52,6 +52,32 @@ namespace osu.Game.Tests.Visual.UserInterface
notificationOverlay.UnreadCount.ValueChanged += count => { displayedCount.Text = $"unread count: {count.NewValue}"; };
});
[Test]
public void TestBasicFlow()
{
setState(Visibility.Visible);
AddStep(@"simple #1", sendHelloNotification);
AddStep(@"simple #2", sendAmazingNotification);
AddStep(@"progress #1", sendUploadProgress);
AddStep(@"progress #2", sendDownloadProgress);
checkProgressingCount(2);
setState(Visibility.Hidden);
AddRepeatStep(@"add many simple", sendManyNotifications, 3);
waitForCompletion();
AddStep(@"progress #3", sendUploadProgress);
checkProgressingCount(1);
checkDisplayedCount(33);
waitForCompletion();
}
[Test]
public void TestForwardWithFlingRight()
{
@ -411,32 +437,6 @@ namespace osu.Game.Tests.Visual.UserInterface
AddUntilStep("wait for update applied", () => applyUpdate);
}
[Test]
public void TestBasicFlow()
{
setState(Visibility.Visible);
AddStep(@"simple #1", sendHelloNotification);
AddStep(@"simple #2", sendAmazingNotification);
AddStep(@"progress #1", sendUploadProgress);
AddStep(@"progress #2", sendDownloadProgress);
checkProgressingCount(2);
setState(Visibility.Hidden);
AddRepeatStep(@"add many simple", sendManyNotifications, 3);
waitForCompletion();
AddStep(@"progress #3", sendUploadProgress);
checkProgressingCount(1);
checkDisplayedCount(33);
waitForCompletion();
}
[Test]
public void TestImportantWhileClosed()
{

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@ -29,11 +29,6 @@ namespace osu.Game.Localisation
/// </summary>
public static LocalisableString ClearAll => new TranslatableString(getKey(@"clear_all"), @"Clear All");
/// <summary>
/// "Cancel All"
/// </summary>
public static LocalisableString CancelAll => new TranslatableString(getKey(@"cancel_all"), @"Cancel All");
/// <summary>
/// "Your battery level is low! Charge your device to prevent interruptions during gameplay."
/// </summary>

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@ -42,8 +42,8 @@ namespace osu.Game.Overlays
IEnumerable<Notification> AllNotifications { get; }
/// <summary>
/// All ongoing operations (ie. any <see cref="ProgressNotification"/> not in a completed state).
/// All ongoing operations (ie. any <see cref="ProgressNotification"/> not in a completed or cancelled state).
/// </summary>
public IEnumerable<ProgressNotification> OngoingOperations => AllNotifications.OfType<ProgressNotification>().Where(p => p.State != ProgressNotificationState.Completed && p.State != ProgressNotificationState.Cancelled);
public IEnumerable<ProgressNotification> OngoingOperations => AllNotifications.OfType<ProgressNotification>().Where(p => p.Ongoing);
}
}

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@ -108,8 +108,8 @@ namespace osu.Game.Overlays
RelativeSizeAxes = Axes.X,
Children = new[]
{
new NotificationSection(AccountsStrings.NotificationsTitle, new[] { typeof(SimpleNotification) }, NotificationsStrings.ClearAll),
new NotificationSection(NotificationsStrings.RunningTasks, new[] { typeof(ProgressNotification) }, NotificationsStrings.CancelAll),
new NotificationSection(AccountsStrings.NotificationsTitle, new[] { typeof(SimpleNotification) }),
new NotificationSection(NotificationsStrings.RunningTasks, new[] { typeof(ProgressNotification) }),
}
}
}

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@ -13,6 +13,7 @@ using osu.Framework.Localisation;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Localisation;
using osuTK;
namespace osu.Game.Overlays.Notifications
@ -38,15 +39,12 @@ namespace osu.Game.Overlays.Notifications
public IEnumerable<Type> AcceptedNotificationTypes { get; }
private readonly LocalisableString clearButtonText;
private readonly LocalisableString titleText;
public NotificationSection(LocalisableString title, IEnumerable<Type> acceptedNotificationTypes, LocalisableString clearButtonText)
public NotificationSection(LocalisableString title, IEnumerable<Type> acceptedNotificationTypes)
{
AcceptedNotificationTypes = acceptedNotificationTypes.ToArray();
this.clearButtonText = clearButtonText.ToUpper();
titleText = title;
}
@ -75,7 +73,7 @@ namespace osu.Game.Overlays.Notifications
{
new ClearAllButton
{
Text = clearButtonText,
Text = NotificationsStrings.ClearAll.ToUpper(),
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Action = clearAll
@ -115,10 +113,11 @@ namespace osu.Game.Overlays.Notifications
});
}
private void clearAll()
private void clearAll() => notifications.Children.ForEach(c =>
{
notifications.Children.ForEach(c => c.Close(true));
}
if (c is not ProgressNotification p || !p.Ongoing)
c.Close(true);
});
protected override void Update()
{

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@ -27,6 +27,11 @@ namespace osu.Game.Overlays.Notifications
public Func<bool>? CancelRequested { get; set; }
/// <summary>
/// Whether the operation represented by the <see cref="ProgressNotification"/> is still ongoing.
/// </summary>
public bool Ongoing => State != ProgressNotificationState.Completed && State != ProgressNotificationState.Cancelled;
protected override bool AllowFlingDismiss => false;
public override string PopOutSampleName => State is ProgressNotificationState.Cancelled ? base.PopOutSampleName : "";