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Fix chat being dismissed in test scene when it shouldn't
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@ -1,45 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Online.Chat;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Chat;
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using osu.Game.Overlays.Chat.Tabs;
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namespace osu.Game.Tests.Visual.Online
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{
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[Description("Testing chat api and overlay")]
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public class TestSceneChatDisplay : OsuTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ChatOverlay),
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typeof(ChatLine),
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typeof(DrawableChannel),
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typeof(ChannelSelectorTabItem),
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typeof(ChannelTabControl),
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typeof(ChannelTabItem),
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typeof(PrivateChannelTabItem),
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typeof(TabCloseButton)
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};
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[Cached]
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private readonly ChannelManager channelManager = new ChannelManager();
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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channelManager,
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new ChatOverlay { State = { Value = Visibility.Visible } }
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};
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}
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}
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}
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@ -171,7 +171,7 @@ namespace osu.Game.Overlays
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channelTabControl.ChannelSelectorActive.ValueChanged += active => channelSelectionOverlay.State.Value = active.NewValue ? Visibility.Visible : Visibility.Hidden;
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channelSelectionOverlay.State.ValueChanged += state =>
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{
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if (state.NewValue == Visibility.Hidden && channelManager.CurrentChannel.Value == null)
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if (state.NewValue == Visibility.Hidden && channelManager.JoinedChannels.Count == 0)
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{
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channelSelectionOverlay.Show();
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Hide();
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