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Merge pull request #12008 from Joehuu/user-hide-toolbar-forever
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commit
716b9048c1
@ -229,6 +229,35 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("settings displayed", () => Game.Settings.State.Value == Visibility.Visible);
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}
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[Test]
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public void TestToolbarHiddenByUser()
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{
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AddStep("Enter menu", () => InputManager.Key(Key.Enter));
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AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
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AddStep("Hide toolbar", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.T);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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pushEscape();
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AddStep("Enter menu", () => InputManager.Key(Key.Enter));
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AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
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AddStep("Enter song select", () =>
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{
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InputManager.Key(Key.Enter);
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InputManager.Key(Key.Enter);
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});
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AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
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}
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private void pushEscape() =>
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AddStep("Press escape", () => InputManager.Key(Key.Escape));
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@ -885,10 +885,6 @@ namespace osu.Game
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frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
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return true;
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case GlobalAction.ToggleToolbar:
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Toolbar.ToggleVisibility();
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return true;
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case GlobalAction.ToggleGameplayMouseButtons:
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LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
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return true;
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@ -13,14 +13,22 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Overlays.Toolbar
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{
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public class Toolbar : VisibilityContainer
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public class Toolbar : VisibilityContainer, IKeyBindingHandler<GlobalAction>
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{
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public const float HEIGHT = 40;
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public const float TOOLTIP_HEIGHT = 30;
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/// <summary>
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/// Whether the user hid this <see cref="Toolbar"/> with <see cref="GlobalAction.ToggleToolbar"/>.
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/// In this state, automatic toggles should not occur, respecting the user's preference to have no toolbar.
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/// </summary>
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private bool hiddenByUser;
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public Action OnHome;
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private ToolbarUserButton userButton;
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@ -30,7 +38,7 @@ namespace osu.Game.Overlays.Toolbar
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protected readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>(OverlayActivation.All);
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// Toolbar components like RulesetSelector should receive keyboard input events even when the toolbar is hidden.
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// Toolbar and its components need keyboard input even when hidden.
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public override bool PropagateNonPositionalInputSubTree => true;
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public Toolbar()
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@ -142,7 +150,9 @@ namespace osu.Game.Overlays.Toolbar
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protected override void UpdateState(ValueChangedEvent<Visibility> state)
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{
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if (state.NewValue == Visibility.Visible && OverlayActivationMode.Value == OverlayActivation.Disabled)
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bool blockShow = hiddenByUser || OverlayActivationMode.Value == OverlayActivation.Disabled;
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if (state.NewValue == Visibility.Visible && blockShow)
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{
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State.Value = Visibility.Hidden;
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return;
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@ -164,5 +174,25 @@ namespace osu.Game.Overlays.Toolbar
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this.MoveToY(-DrawSize.Y, transition_time, Easing.OutQuint);
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this.FadeOut(transition_time, Easing.InQuint);
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}
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public bool OnPressed(GlobalAction action)
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{
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if (OverlayActivationMode.Value == OverlayActivation.Disabled)
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return false;
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switch (action)
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{
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case GlobalAction.ToggleToolbar:
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hiddenByUser = State.Value == Visibility.Visible; // set before toggling to allow the operation to always succeed.
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ToggleVisibility();
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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}
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}
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