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mirror of https://github.com/ppy/osu.git synced 2026-05-13 19:54:15 +08:00

Synchronise ranked play text box with gameplay text box (#37630)

I am not sure if it was intentionally not included, but with quick play
the unsent text input would be transferred to the gameplay state. This
video shows how it currently acts:


https://github.com/user-attachments/assets/03bc42cd-65fc-403a-a9f6-1739ba38855a

But I have used some of the logic in the `channelChanged` function from
`StandAloneChatDisplay`, and managed to get the text boxes to
synchronise in the gameplay state.


https://github.com/user-attachments/assets/f70745ad-9ce2-44a4-a50d-7b28d63414b7

---------

Co-authored-by: Dean Herbert <pe@ppy.sh>
This commit is contained in:
Anthony Berg
2026-05-05 10:02:57 +02:00
committed by GitHub
Unverified
parent 51b4e89773
commit 5fb87da37b
@@ -91,8 +91,13 @@ namespace osu.Game.Screens.OnlinePlay.Matchmaking.RankedPlay.Components
textbox.OnCommit += onCommit;
channel = channelManager?.JoinChannel(new Channel { Id = room.ChannelID, Type = ChannelType.Multiplayer, Name = $"#lazermp_{room.RoomID}" });
if (channel != null)
{
channel.NewMessagesArrived += onNewMessagesArrived;
textbox.Current.BindTo(channel.TextBoxMessage);
}
}
private void onCommit(TextBox sender, bool newText)
@@ -186,7 +191,10 @@ namespace osu.Game.Screens.OnlinePlay.Matchmaking.RankedPlay.Components
base.Dispose(isDisposing);
if (channel != null)
{
channel.NewMessagesArrived -= onNewMessagesArrived;
textbox.Current.UnbindFrom(channel.TextBoxMessage);
}
}
private partial class ChatTextBox : StandAloneChatDisplay.ChatTextBox