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Merge pull request #8270 from TheWildTree/fix-chat-tabs

Switch to the next chat tab upon closing an active one
This commit is contained in:
Dan Balasescu 2020-03-16 10:26:27 +09:00 committed by GitHub
commit 31577de781
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4 changed files with 105 additions and 28 deletions

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@ -38,8 +38,13 @@ namespace osu.Game.Tests.Visual.Online
private TestChatOverlay chatOverlay;
private ChannelManager channelManager;
private IEnumerable<Channel> visibleChannels => chatOverlay.ChannelTabControl.VisibleItems.Where(channel => channel.Name != "+");
private IEnumerable<Channel> joinedChannels => chatOverlay.ChannelTabControl.Items.Where(channel => channel.Name != "+");
private readonly List<Channel> channels;
private Channel currentChannel => channelManager.CurrentChannel.Value;
private Channel nextChannel => joinedChannels.ElementAt(joinedChannels.ToList().IndexOf(currentChannel) + 1);
private Channel previousChannel => joinedChannels.ElementAt(joinedChannels.ToList().IndexOf(currentChannel) - 1);
private Channel channel1 => channels[0];
private Channel channel2 => channels[1];
@ -91,7 +96,7 @@ namespace osu.Game.Tests.Visual.Online
AddStep("Join channel 1", () => channelManager.JoinChannel(channel1));
AddStep("Switch to channel 1", () => clickDrawable(chatOverlay.TabMap[channel1]));
AddAssert("Current channel is channel 1", () => channelManager.CurrentChannel.Value == channel1);
AddAssert("Current channel is channel 1", () => currentChannel == channel1);
AddAssert("Channel selector was closed", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
}
@ -102,12 +107,12 @@ namespace osu.Game.Tests.Visual.Online
AddStep("Join channel 2", () => channelManager.JoinChannel(channel2));
AddStep("Switch to channel 2", () => clickDrawable(chatOverlay.TabMap[channel2]));
AddStep("Close channel 2", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel2]).CloseButton.Child));
AddStep("Close channel 2", () => clickDrawable(((TestPrivateChannelTabItem)chatOverlay.TabMap[channel2]).CloseButton.Child));
AddAssert("Selector remained closed", () => chatOverlay.SelectionOverlayState == Visibility.Hidden);
AddAssert("Current channel is channel 1", () => channelManager.CurrentChannel.Value == channel1);
AddAssert("Current channel is channel 1", () => currentChannel == channel1);
AddStep("Close channel 1", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
AddStep("Close channel 1", () => clickDrawable(((TestPrivateChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
AddAssert("Selector is visible", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
}
@ -140,10 +145,67 @@ namespace osu.Game.Tests.Visual.Online
var targetNumberKey = oneBasedIndex % 10;
var targetChannel = channels[zeroBasedIndex];
AddStep($"press Alt+{targetNumberKey}", () => pressChannelHotkey(targetNumberKey));
AddAssert($"channel #{oneBasedIndex} is selected", () => channelManager.CurrentChannel.Value == targetChannel);
AddAssert($"channel #{oneBasedIndex} is selected", () => currentChannel == targetChannel);
}
}
private Channel expectedChannel;
[Test]
public void TestCloseChannelWhileActive()
{
AddUntilStep("Join until dropdown has channels", () =>
{
if (visibleChannels.Count() < joinedChannels.Count())
return true;
// Using temporary channels because they don't hide their names when not active
Channel toAdd = new Channel { Name = $"test channel {joinedChannels.Count()}", Type = ChannelType.Temporary };
channelManager.JoinChannel(toAdd);
return false;
});
AddStep("Switch to last tab", () => clickDrawable(chatOverlay.TabMap[visibleChannels.Last()]));
AddAssert("Last visible selected", () => currentChannel == visibleChannels.Last());
// Closing the last channel before dropdown
AddStep("Close current channel", () =>
{
expectedChannel = nextChannel;
chatOverlay.ChannelTabControl.RemoveChannel(currentChannel);
});
AddAssert("Next channel selected", () => currentChannel == expectedChannel);
// Depending on the window size, one more channel might need to be closed for the selectorTab to appear
AddUntilStep("Close channels until selector visible", () =>
{
if (chatOverlay.ChannelTabControl.VisibleItems.Last().Name == "+")
return true;
chatOverlay.ChannelTabControl.RemoveChannel(visibleChannels.Last());
return false;
});
AddAssert("Last visible selected", () => currentChannel == visibleChannels.Last());
// Closing the last channel with dropdown no longer present
AddStep("Close last when selector next", () =>
{
expectedChannel = previousChannel;
chatOverlay.ChannelTabControl.RemoveChannel(currentChannel);
});
AddAssert("Channel changed to previous", () => currentChannel == expectedChannel);
// Standard channel closing
AddStep("Switch to previous channel", () => chatOverlay.ChannelTabControl.SwitchTab(-1));
AddStep("Close current channel", () =>
{
expectedChannel = nextChannel;
chatOverlay.ChannelTabControl.RemoveChannel(currentChannel);
});
AddAssert("Channel changed to next", () => currentChannel == expectedChannel);
}
private void pressChannelHotkey(int number)
{
var channelKey = Key.Number0 + number;
@ -187,6 +249,8 @@ namespace osu.Game.Tests.Visual.Online
{
public Visibility SelectionOverlayState => ChannelSelectionOverlay.State.Value;
public new ChannelTabControl ChannelTabControl => base.ChannelTabControl;
public new ChannelSelectionOverlay ChannelSelectionOverlay => base.ChannelSelectionOverlay;
protected override ChannelTabControl CreateChannelTabControl() => new TestTabControl();
@ -196,12 +260,22 @@ namespace osu.Game.Tests.Visual.Online
private class TestTabControl : ChannelTabControl
{
protected override TabItem<Channel> CreateTabItem(Channel value) => new TestChannelTabItem(value);
protected override TabItem<Channel> CreateTabItem(Channel value)
{
switch (value.Type)
{
case ChannelType.PM:
return new TestPrivateChannelTabItem(value);
default:
return new TestChannelTabItem(value);
}
}
public new IReadOnlyDictionary<Channel, TabItem<Channel>> TabMap => base.TabMap;
}
private class TestChannelTabItem : PrivateChannelTabItem
private class TestChannelTabItem : ChannelTabItem
{
public TestChannelTabItem(Channel channel)
: base(channel)
@ -210,5 +284,15 @@ namespace osu.Game.Tests.Visual.Online
public new ClickableContainer CloseButton => base.CloseButton;
}
private class TestPrivateChannelTabItem : PrivateChannelTabItem
{
public TestPrivateChannelTabItem(Channel channel)
: base(channel)
{
}
public new ClickableContainer CloseButton => base.CloseButton;
}
}
}

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@ -12,5 +12,6 @@ namespace osu.Game.Online.Chat
Temporary,
PM,
Group,
System,
}
}

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@ -39,6 +39,7 @@ namespace osu.Game.Overlays.Chat.Tabs
public ChannelSelectorTabChannel()
{
Name = "+";
Type = ChannelType.System;
}
}
}

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@ -41,7 +41,7 @@ namespace osu.Game.Overlays.Chat.Tabs
// performTabSort might've made selectorTab's position wonky, fix it
TabContainer.SetLayoutPosition(selectorTab, float.MaxValue);
((ChannelTabItem)item).OnRequestClose += tabCloseRequested;
((ChannelTabItem)item).OnRequestClose += channelItem => OnRequestLeave?.Invoke(channelItem.Value);
base.AddTabItem(item, addToDropdown);
}
@ -74,18 +74,24 @@ namespace osu.Game.Overlays.Chat.Tabs
/// <summary>
/// Removes a channel from the ChannelTabControl.
/// If the selected channel is the one that is beeing removed, the next available channel will be selected.
/// If the selected channel is the one that is being removed, the next available channel will be selected.
/// </summary>
/// <param name="channel">The channel that is going to be removed.</param>
public void RemoveChannel(Channel channel)
{
RemoveItem(channel);
if (Current.Value == channel)
{
// Prefer non-selector channels first
Current.Value = Items.FirstOrDefault(c => !(c is ChannelSelectorTabItem.ChannelSelectorTabChannel)) ?? Items.FirstOrDefault();
var allChannels = TabContainer.AllTabItems.Select(tab => tab.Value).ToList();
var isNextTabSelector = allChannels[allChannels.IndexOf(channel) + 1] == selectorTab.Value;
// selectorTab is not switchable, so we have to explicitly select it if it's the only tab left
if (isNextTabSelector && allChannels.Count == 2)
SelectTab(selectorTab);
else
SwitchTab(isNextTabSelector ? -1 : 1);
}
RemoveItem(channel);
}
protected override void SelectTab(TabItem<Channel> tab)
@ -100,21 +106,6 @@ namespace osu.Game.Overlays.Chat.Tabs
selectorTab.Active.Value = false;
}
private void tabCloseRequested(TabItem<Channel> tab)
{
int totalTabs = TabContainer.Count - 1; // account for selectorTab
int currentIndex = Math.Clamp(TabContainer.IndexOf(tab), 1, totalTabs);
if (tab == SelectedTab && totalTabs > 1)
// Select the tab after tab-to-be-removed's index, or the tab before if current == last
SelectTab(TabContainer[currentIndex == totalTabs ? currentIndex - 1 : currentIndex + 1]);
else if (totalTabs == 1 && !selectorTab.Active.Value)
// Open channel selection overlay if all channel tabs will be closed after removing this tab
SelectTab(selectorTab);
OnRequestLeave?.Invoke(tab.Value);
}
protected override TabFillFlowContainer CreateTabFlow() => new ChannelTabFillFlowContainer
{
Direction = FillDirection.Full,