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Merge branch 'master' into api-state-fixes

This commit is contained in:
Dan Balasescu 2017-09-27 14:02:19 +09:00 committed by GitHub
commit 67481a1e6a
5 changed files with 8 additions and 4 deletions

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@ -24,7 +24,7 @@ namespace osu.Game.Tests.Beatmaps.IO
public void TestImportWhenClosed() public void TestImportWhenClosed()
{ {
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here. //unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new HeadlessGameHost()) using (HeadlessGameHost host = new HeadlessGameHost("TestImportWhenClosed"))
{ {
var osu = loadOsu(host); var osu = loadOsu(host);
@ -69,7 +69,7 @@ namespace osu.Game.Tests.Beatmaps.IO
public void TestImportWhenFileOpen() public void TestImportWhenFileOpen()
{ {
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here. //unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new HeadlessGameHost()) using (HeadlessGameHost host = new HeadlessGameHost("TestImportWhenFileOpen"))
{ {
var osu = loadOsu(host); var osu = loadOsu(host);

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@ -23,6 +23,9 @@ namespace osu.Game.Overlays
private readonly Header header; private readonly Header header;
private readonly Info info; private readonly Info info;
// receive input outside our bounds so we can trigger a close event on ourselves.
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
public BeatmapSetOverlay() public BeatmapSetOverlay()
{ {
FirstWaveColour = OsuColour.Gray(0.4f); FirstWaveColour = OsuColour.Gray(0.4f);

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@ -21,7 +21,7 @@ namespace osu.Game.Overlays.Direct
public Header() public Header()
{ {
Tabs.Current.Value = DirectTab.Search; Tabs.Current.Value = DirectTab.NewestMaps;
Tabs.Current.TriggerChange(); Tabs.Current.TriggerChange();
} }
} }

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@ -251,7 +251,7 @@ namespace osu.Game.Overlays
if (Header.Tabs.Current.Value == DirectTab.Search && (Filter.Search.Text == string.Empty || currentQuery == string.Empty)) return; if (Header.Tabs.Current.Value == DirectTab.Search && (Filter.Search.Text == string.Empty || currentQuery == string.Empty)) return;
getSetsRequest = new GetBeatmapSetsRequest(currentQuery, getSetsRequest = new GetBeatmapSetsRequest(currentQuery.Value ?? string.Empty,
((FilterControl)Filter).Ruleset.Value, ((FilterControl)Filter).Ruleset.Value,
Filter.DisplayStyleControl.Dropdown.Current.Value, Filter.DisplayStyleControl.Dropdown.Current.Value,
Filter.Tabs.Current.Value); //todo: sort direction (?) Filter.Tabs.Current.Value); //todo: sort direction (?)

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@ -34,6 +34,7 @@ namespace osu.Game.Overlays
public const float CONTENT_X_MARGIN = 50; public const float CONTENT_X_MARGIN = 50;
// receive input outside our bounds so we can trigger a close event on ourselves.
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true; public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
protected override bool OnClick(InputState state) protected override bool OnClick(InputState state)