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Merge pull request #21166 from peppy/close-side-overlays-when-main-overlay

Closes https://github.com/ppy/osu/issues/21162
This commit is contained in:
Joseph Madamba 2022-11-09 13:24:01 -08:00 committed by GitHub
commit 4bcea91a21
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 37 additions and 0 deletions

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@ -513,6 +513,40 @@ namespace osu.Game.Tests.Visual.Navigation
AddWaitStep("wait two frames", 2);
}
[Test]
public void TestMainOverlaysClosesNotificationOverlay()
{
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
AddUntilStep("Wait for notifications to load", () => Game.Notifications.IsLoaded);
AddStep("Show notifications", () => Game.Notifications.Show());
AddUntilStep("wait for notifications shown", () => Game.Notifications.IsPresent && Game.Notifications.State.Value == Visibility.Visible);
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
AddAssert("Notifications is hidden", () => Game.Notifications.State.Value == Visibility.Hidden);
AddStep("Show notifications", () => Game.Notifications.Show());
AddUntilStep("wait for notifications shown", () => Game.Notifications.State.Value == Visibility.Visible);
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
}
[Test]
public void TestMainOverlaysClosesSettingsOverlay()
{
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
AddUntilStep("Wait for settings to load", () => Game.Settings.IsLoaded);
AddStep("Show settings", () => Game.Settings.Show());
AddUntilStep("wait for settings shown", () => Game.Settings.IsPresent && Game.Settings.State.Value == Visibility.Visible);
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
AddAssert("Settings is hidden", () => Game.Settings.State.Value == Visibility.Hidden);
AddStep("Show settings", () => Game.Settings.Show());
AddUntilStep("wait for settings shown", () => Game.Settings.State.Value == Visibility.Visible);
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
}
[Test]
public void TestOverlayClosing()
{

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@ -1002,6 +1002,9 @@ namespace osu.Game
{
otherOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
Settings.Hide();
Notifications.Hide();
// Partially visible so leave it at the current depth.
if (overlay.IsPresent)
return;