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Revert namings and behaviour changes
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351cb8ac1a
commit
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@ -30,8 +30,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("showhud is set", () => hudOverlay.ShowHud.Value);
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AddAssert("hidetarget is visible", () => hideTarget.IsPresent);
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AddAssert("key counter flow is visible", () => hudOverlay.KeyCounter.KeyFlow.IsPresent);
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AddAssert("pause button is visible", () => hudOverlay.HoldToQuit.IsPresent);
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AddAssert("key counter flow is hidden", () => !hudOverlay.KeyCounter.KeyFlow.IsPresent);
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}
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[Test]
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@ -45,19 +45,17 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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[Test]
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public void TestChangeVisibilityExternally()
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public void TestHideExternally()
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{
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createNew();
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AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
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AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
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AddAssert("key counter flow is hidden", () => !hudOverlay.KeyCounter.KeyFlow.IsPresent);
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AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
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AddStep("set showhud false", () => hudOverlay.ShowHud.Value = true);
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AddUntilStep("hidetarget is visible", () => hideTarget.IsPresent);
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AddAssert("key counter flow is still hidden", () => !hudOverlay.KeyCounter.KeyFlow.IsPresent);
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AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
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// Key counter flow container should not be affected by this, only the key counter display will be hidden as checked above.
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AddAssert("key counter flow not affected", () => hudOverlay.KeyCounter.KeyFlow.IsPresent);
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}
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[Test]
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@ -84,7 +82,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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createNew();
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AddStep("save keycounter visible value", () => keyCounterVisibleValue = config.Get<bool>(OsuSetting.KeyOverlay));
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AddStep("set keycounter visible false", () => config.Set<bool>(OsuSetting.KeyOverlay, false));
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AddStep("set keycounter visible false", () =>
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{
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config.Set<bool>(OsuSetting.KeyOverlay, false);
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hudOverlay.KeyCounter.Visible.Value = false;
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});
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AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
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AddUntilStep("hidetarget is hidden", () => !hideTarget.IsPresent);
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@ -19,13 +19,8 @@ namespace osu.Game.Screens.Play
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private const int duration = 100;
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private const double key_fade_time = 80;
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/// <summary>
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/// Whether to always show key counter regardless of any other condition.
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/// This is bound to <see cref="OsuSetting.KeyOverlay"/> configuration setting bindable.
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/// </summary>
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private readonly Bindable<bool> alwaysShow = new Bindable<bool>();
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public readonly Bindable<bool> HasReplayLoaded = new BindableBool();
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public readonly Bindable<bool> Visible = new Bindable<bool>(true);
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private readonly Bindable<bool> configVisibility = new Bindable<bool>();
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protected readonly FillFlowContainer<KeyCounter> KeyFlow;
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@ -56,15 +51,15 @@ namespace osu.Game.Screens.Play
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.KeyOverlay, alwaysShow);
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config.BindWith(OsuSetting.KeyOverlay, configVisibility);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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HasReplayLoaded.BindValueChanged(_ => updateVisibility());
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alwaysShow.BindValueChanged(_ => updateVisibility(), true);
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Visible.BindValueChanged(_ => updateVisibility());
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configVisibility.BindValueChanged(_ => updateVisibility(), true);
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}
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private bool isCounting = true;
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@ -116,7 +111,7 @@ namespace osu.Game.Screens.Play
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private void updateVisibility() =>
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// Isolate changing visibility of the key counters from fading this component.
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KeyFlow.FadeTo(HasReplayLoaded.Value || alwaysShow.Value ? 1 : 0, duration);
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KeyFlow.FadeTo(AlwaysVisible.Value || configVisibility.Value ? 1 : 0, duration);
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public override bool HandleNonPositionalInput => receptor == null;
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public override bool HandlePositionalInput => receptor == null;
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@ -219,7 +219,7 @@ namespace osu.Game.Screens.Play
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter = { HasReplayLoaded = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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RequestSeek = GameplayClockContainer.Seek,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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