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Merge pull request #30863 from frenzibyte/improve-back-button-display
Delay back button appearance when performing a quick restart
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commit
6c0ccc5ebe
@ -174,6 +174,11 @@ namespace osu.Game
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/// </summary>
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public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
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/// <summary>
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/// Whether the back button is currently displayed.
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/// </summary>
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private readonly IBindable<bool> backButtonVisibility = new Bindable<bool>();
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IBindable<LocalUserPlayingState> ILocalUserPlayInfo.PlayingState => playingState;
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private readonly Bindable<LocalUserPlayingState> playingState = new Bindable<LocalUserPlayingState>();
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@ -1019,7 +1024,7 @@ namespace osu.Game
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if (!(ScreenStack.CurrentScreen is IOsuScreen currentScreen))
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return;
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if (!((Drawable)currentScreen).IsLoaded || (currentScreen.AllowBackButton && !currentScreen.OnBackButton()))
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if (!((Drawable)currentScreen).IsLoaded || (currentScreen.AllowUserExit && !currentScreen.OnBackButton()))
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ScreenStack.Exit();
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}
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},
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@ -1189,6 +1194,14 @@ namespace osu.Game
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if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
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};
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backButtonVisibility.ValueChanged += visible =>
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{
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if (visible.NewValue)
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BackButton.Show();
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else
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BackButton.Hide();
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};
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// Importantly, this should be run after binding PostNotification to the import handlers so they can present the import after game startup.
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handleStartupImport();
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}
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@ -1581,12 +1594,14 @@ namespace osu.Game
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if (current is IOsuScreen currentOsuScreen)
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{
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backButtonVisibility.UnbindFrom(currentOsuScreen.BackButtonVisibility);
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OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);
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API.Activity.UnbindFrom(currentOsuScreen.Activity);
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}
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if (newScreen is IOsuScreen newOsuScreen)
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{
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backButtonVisibility.BindTo(newOsuScreen.BackButtonVisibility);
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OverlayActivationMode.BindTo(newOsuScreen.OverlayActivationMode);
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API.Activity.BindTo(newOsuScreen.Activity);
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@ -1597,11 +1612,6 @@ namespace osu.Game
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else
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Toolbar.Show();
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if (newOsuScreen.AllowBackButton)
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BackButton.Show();
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else
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BackButton.Hide();
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if (newOsuScreen.ShowFooter)
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{
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BackButton.Hide();
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@ -26,7 +26,7 @@ namespace osu.Game.Overlays.Settings.Sections.Maintenance
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[Resolved(canBeNull: true)]
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private OsuGame game { get; set; }
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public override bool AllowBackButton => false;
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public override bool AllowUserExit => false;
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public override bool AllowExternalScreenChange => false;
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@ -80,8 +80,6 @@ namespace osu.Game.Screens.Edit
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool AllowBackButton => false;
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public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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@ -194,6 +192,8 @@ namespace osu.Game.Screens.Edit
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}
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}
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protected override bool InitialBackButtonVisibility => false;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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@ -760,11 +760,6 @@ namespace osu.Game.Screens.Edit
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switch (e.Action)
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{
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case GlobalAction.Back:
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// as we don't want to display the back button, manual handling of exit action is required.
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this.Exit();
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return true;
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case GlobalAction.EditorCloneSelection:
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Clone();
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return true;
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@ -36,7 +36,7 @@ namespace osu.Game.Screens.Edit
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool AllowBackButton => false;
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public override bool AllowUserExit => false;
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public override bool HideOverlaysOnEnter => true;
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@ -5,6 +5,7 @@ using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Footer;
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@ -21,15 +22,21 @@ namespace osu.Game.Screens
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bool DisallowExternalBeatmapRulesetChanges { get; }
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/// <summary>
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/// Whether the user can exit this <see cref="IOsuScreen"/> by pressing the back button.
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/// Whether the user can exit this <see cref="IOsuScreen"/>.
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/// </summary>
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bool AllowBackButton { get; }
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/// <remarks>
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/// When overriden to <c>false</c>,
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/// the user is blocked from exiting the screen via the <see cref="GlobalAction.Back"/> action,
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/// and the back button is hidden from this screen by the initial state of <see cref="BackButtonVisibility"/> being set to hidden.
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/// </remarks>
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bool AllowUserExit { get; }
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/// <summary>
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/// Whether a footer (and a back button) should be displayed underneath the screen.
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/// </summary>
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/// <remarks>
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/// Temporarily, the back button is shown regardless of whether <see cref="AllowBackButton"/> is true.
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/// Temporarily, the footer's own back button is shown regardless of whether <see cref="BackButtonVisibility"/> is set to hidden.
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/// This will be corrected as the footer becomes used more commonly.
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/// </remarks>
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bool ShowFooter { get; }
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@ -59,6 +66,11 @@ namespace osu.Game.Screens
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/// </summary>
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IBindable<OverlayActivation> OverlayActivationMode { get; }
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/// <summary>
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/// Whether the back button should be displayed in this screen.
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/// </summary>
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IBindable<bool> BackButtonVisibility { get; }
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/// <summary>
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/// The current <see cref="UserActivity"/> for this screen.
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/// </summary>
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@ -48,7 +48,7 @@ namespace osu.Game.Screens.Menu
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public override bool HideOverlaysOnEnter => Buttons == null || Buttons.State == ButtonSystemState.Initial;
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public override bool AllowBackButton => false;
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public override bool AllowUserExit => false;
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public override bool AllowExternalScreenChange => true;
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@ -180,7 +180,7 @@ namespace osu.Game.Screens.OnlinePlay
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if (!(screenStack.CurrentScreen is IOnlinePlaySubScreen onlineSubScreen))
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return false;
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if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowBackButton && onlineSubScreen.OnBackButton())
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if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowUserExit && onlineSubScreen.OnBackButton())
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return true;
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if (screenStack.CurrentScreen != null && !(screenStack.CurrentScreen is LoungeSubScreen))
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@ -37,7 +37,7 @@ namespace osu.Game.Screens
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public string Description => Title;
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public virtual bool AllowBackButton => true;
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public virtual bool AllowUserExit => true;
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public virtual bool ShowFooter => false;
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@ -56,6 +56,15 @@ namespace osu.Game.Screens
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IBindable<OverlayActivation> IOsuScreen.OverlayActivationMode => OverlayActivationMode;
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/// <summary>
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/// The initial visibility state of the back button when this screen is entered for the first time.
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/// </summary>
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protected virtual bool InitialBackButtonVisibility => AllowUserExit;
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public readonly Bindable<bool> BackButtonVisibility;
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IBindable<bool> IOsuScreen.BackButtonVisibility => BackButtonVisibility;
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public virtual bool CursorVisible => true;
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protected new OsuGameBase Game => base.Game as OsuGameBase;
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@ -154,6 +163,7 @@ namespace osu.Game.Screens
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Origin = Anchor.Centre;
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OverlayActivationMode = new Bindable<OverlayActivation>(InitialOverlayActivationMode);
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BackButtonVisibility = new Bindable<bool>(InitialBackButtonVisibility);
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}
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[BackgroundDependencyLoader(true)]
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@ -57,7 +57,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public event Action OnGameplayStarted;
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public override bool AllowBackButton => false; // handled by HoldForMenuButton
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public override bool AllowUserExit => false; // handled by HoldForMenuButton
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protected override bool PlayExitSound => !isRestarting;
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@ -485,6 +485,8 @@ namespace osu.Game.Screens.Play
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if (quickRestart)
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{
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BackButtonVisibility.Value = false;
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// A quick restart starts by triggering a fade to black
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AddInternal(quickRestartBlackLayer = new Box
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{
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@ -503,6 +505,8 @@ namespace osu.Game.Screens.Play
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.Delay(quick_restart_initial_delay)
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.ScaleTo(1)
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.FadeInFromZero(500, Easing.OutQuint);
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this.Delay(quick_restart_initial_delay).Schedule(() => BackButtonVisibility.Value = true);
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}
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else
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{
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@ -10,7 +10,7 @@ namespace osu.Game.Screens
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/// </summary>
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public abstract partial class StartupScreen : OsuScreen
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{
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public override bool AllowBackButton => false;
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public override bool AllowUserExit => false;
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public override bool HideOverlaysOnEnter => true;
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