mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 06:52:55 +08:00
Merge branch 'master' into chatdisplay-fix
This commit is contained in:
commit
88fbc3094a
@ -17,6 +17,7 @@ using osu.Game.Updater;
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using osu.Desktop.Windows;
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using osu.Game.IO;
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using osu.Game.IPC;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Utils;
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using SDL2;
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@ -108,6 +109,25 @@ namespace osu.Desktop
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}
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}
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public override bool RestartAppWhenExited()
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{
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switch (RuntimeInfo.OS)
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{
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case RuntimeInfo.Platform.Windows:
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Debug.Assert(OperatingSystem.IsWindows());
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// Of note, this is an async method in squirrel that adds an arbitrary delay before returning
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// likely to ensure the external process is in a good state.
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//
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// We're not waiting on that here, but the outro playing before the actual exit should be enough
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// to cover this.
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Squirrel.UpdateManager.RestartAppWhenExited().FireAndForget();
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return true;
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}
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return base.RestartAppWhenExited();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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|
@ -3,6 +3,7 @@
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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using Moq;
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@ -250,6 +251,8 @@ namespace osu.Game.Tests.Visual.Menus
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}
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public virtual IBindable<int> UnreadCount => null;
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public IEnumerable<Notification> AllNotifications => Enumerable.Empty<Notification>();
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}
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}
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}
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|
@ -22,6 +22,7 @@ using osu.Game.Online.Leaderboards;
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using osu.Game.Overlays;
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using osu.Game.Overlays.BeatmapListing;
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using osu.Game.Overlays.Mods;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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@ -683,6 +684,44 @@ namespace osu.Game.Tests.Visual.Navigation
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AddStep("center cursor", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
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}
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[Test]
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public void TestExitWithOperationInProgress()
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{
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AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
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ProgressNotification progressNotification = null!;
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AddStep("start ongoing operation", () =>
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{
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progressNotification = new ProgressNotification
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{
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Text = "Something is still running",
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Progress = 0.5f,
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State = ProgressNotificationState.Active,
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};
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Game.Notifications.Post(progressNotification);
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});
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AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is ConfirmExitDialog);
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AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
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AddStep("cancel exit", () => InputManager.Key(Key.Escape));
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AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
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AddStep("complete operation", () =>
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{
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progressNotification.Progress = 100;
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progressNotification.State = ProgressNotificationState.Completed;
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});
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AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
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AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
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AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
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}
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[Test]
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public void TestExitGameFromSongSelect()
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{
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@ -699,7 +738,7 @@ namespace osu.Game.Tests.Visual.Navigation
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}
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[Test]
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public void TestRapidBackButtonExit()
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public void TestExitWithHoldDisabled()
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{
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AddStep("set hold delay to 0", () => Game.LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0));
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@ -711,7 +750,7 @@ namespace osu.Game.Tests.Visual.Navigation
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pushEscape();
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AddAssert("exit dialog is shown", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
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AddAssert("exit dialog is shown", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog is ConfirmExitDialog);
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}
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private Func<Player> playToResults()
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|
@ -214,6 +214,8 @@ namespace osu.Game.Tests.Visual.UserInterface
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}
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public virtual IBindable<int> UnreadCount => null;
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public IEnumerable<Notification> AllNotifications => Enumerable.Empty<Notification>();
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}
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// interface mocks break hot reload, mocking this stub implementation instead works around it.
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|
@ -8,11 +8,11 @@ using osu.Game.Screens.Menu;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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public partial class TestSceneHoldToConfirmOverlay : OsuTestScene
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public partial class TestSceneHoldToExitGameOverlay : OsuTestScene
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{
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protected override double TimePerAction => 100; // required for the early exit test, since hold-to-confirm delay is 200ms
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public TestSceneHoldToConfirmOverlay()
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public TestSceneHoldToExitGameOverlay()
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{
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bool fired = false;
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@ -25,7 +25,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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Alpha = 0,
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};
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var overlay = new TestHoldToConfirmOverlay
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var overlay = new TestHoldToExitGameOverlay
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{
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Action = () =>
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{
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@ -57,7 +57,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddUntilStep("wait until fired again", () => overlay.Fired);
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}
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private partial class TestHoldToConfirmOverlay : ExitConfirmOverlay
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private partial class TestHoldToExitGameOverlay : HoldToExitGameOverlay
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{
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public void Begin() => BeginConfirm();
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}
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@ -28,7 +28,11 @@ namespace osu.Game.Tournament.Screens.Setup
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dropdown.Items = storage.ListTournaments();
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dropdown.Current.BindValueChanged(v => Button.Enabled.Value = v.NewValue != startupTournament, true);
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Action = () => game.AttemptExit();
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Action = () =>
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{
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game.RestartAppWhenExited();
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game.AttemptExit();
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};
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folderButton.Action = () => storage.PresentExternally();
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ButtonText = "Close osu!";
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|
@ -83,7 +83,7 @@ namespace osu.Game
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/// </summary>
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protected const float SIDE_OVERLAY_OFFSET_RATIO = 0.05f;
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public Toolbar Toolbar;
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public Toolbar Toolbar { get; private set; }
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private ChatOverlay chatOverlay;
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@ -778,8 +778,8 @@ namespace osu.Game
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public override void AttemptExit()
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{
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// Using PerformFromScreen gives the user a chance to interrupt the exit process if needed.
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PerformFromScreen(menu => menu.Exit());
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// The main menu exit implementation gives the user a chance to interrupt the exit process if needed.
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PerformFromScreen(menu => menu.Exit(), new[] { typeof(MainMenu) });
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}
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/// <summary>
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|
@ -515,6 +515,12 @@ namespace osu.Game
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Scheduler.AddDelayed(AttemptExit, 2000);
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}
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/// <summary>
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/// If supported by the platform, the game will automatically restart after the next exit.
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/// </summary>
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/// <returns>Whether a restart operation was queued.</returns>
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public virtual bool RestartAppWhenExited() => false;
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public bool Migrate(string path)
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{
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Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""...");
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|
@ -1,6 +1,8 @@
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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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Overlays.Notifications;
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@ -28,5 +30,20 @@ namespace osu.Game.Overlays
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/// Current number of unread notifications.
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/// </summary>
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IBindable<int> UnreadCount { get; }
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/// <summary>
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/// Whether there are any ongoing operations, such as imports or downloads.
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/// </summary>
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public bool HasOngoingOperations => OngoingOperations.Any();
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/// <summary>
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/// All current displayed notifications, whether in the toast tray or a section.
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/// </summary>
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IEnumerable<Notification> AllNotifications { get; }
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/// <summary>
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/// All ongoing operations (ie. any <see cref="ProgressNotification"/> not in a completed state).
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/// </summary>
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public IEnumerable<ProgressNotification> OngoingOperations => AllNotifications.OfType<ProgressNotification>().Where(p => p.State != ProgressNotificationState.Completed);
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}
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}
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|
@ -1,6 +1,8 @@
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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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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@ -33,6 +35,9 @@ namespace osu.Game.Overlays
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public const float TRANSITION_LENGTH = 600;
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public IEnumerable<Notification> AllNotifications =>
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IsLoaded ? toastTray.Notifications.Concat(sections.SelectMany(s => s.Notifications)) : Array.Empty<Notification>();
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private FlowContainer<NotificationSection> sections = null!;
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[Resolved]
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|
@ -28,6 +28,11 @@ namespace osu.Game.Overlays
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => toastFlow.ReceivePositionalInputAt(screenSpacePos);
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/// <summary>
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/// All notifications currently being displayed by the toast tray.
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/// </summary>
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public IEnumerable<Notification> Notifications => toastFlow;
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public bool IsDisplayingToasts => toastFlow.Count > 0;
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private FillFlowContainer<Notification> toastFlow = null!;
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@ -19,6 +19,11 @@ namespace osu.Game.Overlays.Notifications
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{
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public partial class NotificationSection : AlwaysUpdateFillFlowContainer<Drawable>
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{
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/// <summary>
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/// All notifications currently being displayed in this section.
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/// </summary>
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public IEnumerable<Notification> Notifications => notifications;
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private OsuSpriteText countDrawable = null!;
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private FlowContainer<Notification> notifications = null!;
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|
@ -67,10 +67,17 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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if (r.NewValue == RendererType.Automatic && automaticRendererInUse)
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return;
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dialogOverlay?.Push(new ConfirmDialog(GraphicsSettingsStrings.ChangeRendererConfirmation, () => game?.AttemptExit(), () =>
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if (game?.RestartAppWhenExited() == true)
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{
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renderer.Value = automaticRendererInUse ? RendererType.Automatic : host.ResolvedRenderer;
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}));
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game.AttemptExit();
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}
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else
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{
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dialogOverlay?.Push(new ConfirmDialog(GraphicsSettingsStrings.ChangeRendererConfirmation, () => game?.AttemptExit(), () =>
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{
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renderer.Value = automaticRendererInUse ? RendererType.Automatic : host.ResolvedRenderer;
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}));
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}
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});
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// TODO: remove this once we support SDL+android.
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|
@ -2,38 +2,80 @@
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// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
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||||
using osu.Framework.Allocation;
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||||
using osu.Framework.Graphics.Sprites;
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using osu.Game.Localisation;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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namespace osu.Game.Screens.Menu
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{
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public partial class ConfirmExitDialog : PopupDialog
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{
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private readonly Action onConfirm;
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private readonly Action? onCancel;
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/// <summary>
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/// Construct a new exit confirmation dialog.
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/// </summary>
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/// <param name="onConfirm">An action to perform on confirmation.</param>
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/// <param name="onCancel">An optional action to perform on cancel.</param>
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public ConfirmExitDialog(Action onConfirm, Action? onCancel = null)
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{
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||||
this.onConfirm = onConfirm;
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this.onCancel = onCancel;
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}
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[BackgroundDependencyLoader]
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private void load(INotificationOverlay notifications)
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{
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HeaderText = "Are you sure you want to exit osu!?";
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BodyText = "Last chance to turn back";
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Icon = FontAwesome.Solid.ExclamationTriangle;
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||||
Buttons = new PopupDialogButton[]
|
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if (notifications.HasOngoingOperations)
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||||
{
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new PopupDialogOkButton
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||||
string text = "There are currently some background operations which will be aborted if you continue:\n\n";
|
||||
|
||||
foreach (var n in notifications.OngoingOperations)
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text += $"{n.Text} ({n.Progress:0%})\n";
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||||
|
||||
text += "\nLast chance to turn back";
|
||||
|
||||
BodyText = text;
|
||||
|
||||
Buttons = new PopupDialogButton[]
|
||||
{
|
||||
Text = @"Let me out!",
|
||||
Action = onConfirm
|
||||
},
|
||||
new PopupDialogCancelButton
|
||||
new PopupDialogDangerousButton
|
||||
{
|
||||
Text = @"Let me out!",
|
||||
Action = onConfirm
|
||||
},
|
||||
new PopupDialogCancelButton
|
||||
{
|
||||
Text = CommonStrings.Back,
|
||||
Action = onCancel
|
||||
},
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
BodyText = "Last chance to turn back";
|
||||
|
||||
Buttons = new PopupDialogButton[]
|
||||
{
|
||||
Text = @"Just a little more...",
|
||||
Action = onCancel
|
||||
},
|
||||
};
|
||||
new PopupDialogOkButton
|
||||
{
|
||||
Text = @"Let me out!",
|
||||
Action = onConfirm
|
||||
},
|
||||
new PopupDialogCancelButton
|
||||
{
|
||||
Text = @"Just a little more...",
|
||||
Action = onCancel
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -8,13 +8,13 @@ using osu.Game.Overlays;
|
||||
|
||||
namespace osu.Game.Screens.Menu
|
||||
{
|
||||
public partial class ExitConfirmOverlay : HoldToConfirmOverlay, IKeyBindingHandler<GlobalAction>
|
||||
public partial class HoldToExitGameOverlay : HoldToConfirmOverlay, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
protected override bool AllowMultipleFires => true;
|
||||
|
||||
public void Abort() => AbortConfirm();
|
||||
|
||||
public ExitConfirmOverlay()
|
||||
public HoldToExitGameOverlay()
|
||||
: base(0.7f)
|
||||
{
|
||||
}
|
@ -54,14 +54,20 @@ namespace osu.Game.Screens.Menu
|
||||
private GameHost host { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private MusicController musicController { get; set; }
|
||||
private INotificationOverlay notifications { get; set; }
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private LoginOverlay login { get; set; }
|
||||
[Resolved]
|
||||
private MusicController musicController { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private IAPIProvider api { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private Storage storage { get; set; }
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private LoginOverlay login { get; set; }
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private IDialogOverlay dialogOverlay { get; set; }
|
||||
|
||||
@ -72,7 +78,10 @@ namespace osu.Game.Screens.Menu
|
||||
private Bindable<double> holdDelay;
|
||||
private Bindable<bool> loginDisplayed;
|
||||
|
||||
private ExitConfirmOverlay exitConfirmOverlay;
|
||||
private HoldToExitGameOverlay holdToExitGameOverlay;
|
||||
|
||||
private bool exitConfirmedViaDialog;
|
||||
private bool exitConfirmedViaHoldOrClick;
|
||||
|
||||
private ParallaxContainer buttonsContainer;
|
||||
private SongTicker songTicker;
|
||||
@ -85,14 +94,12 @@ namespace osu.Game.Screens.Menu
|
||||
|
||||
if (host.CanExit)
|
||||
{
|
||||
AddInternal(exitConfirmOverlay = new ExitConfirmOverlay
|
||||
AddInternal(holdToExitGameOverlay = new HoldToExitGameOverlay
|
||||
{
|
||||
Action = () =>
|
||||
{
|
||||
if (holdDelay.Value > 0)
|
||||
confirmAndExit();
|
||||
else
|
||||
this.Exit();
|
||||
exitConfirmedViaHoldOrClick = holdDelay.Value > 0;
|
||||
this.Exit();
|
||||
}
|
||||
});
|
||||
}
|
||||
@ -114,7 +121,11 @@ namespace osu.Game.Screens.Menu
|
||||
OnSolo = loadSoloSongSelect,
|
||||
OnMultiplayer = () => this.Push(new Multiplayer()),
|
||||
OnPlaylists = () => this.Push(new Playlists()),
|
||||
OnExit = confirmAndExit,
|
||||
OnExit = () =>
|
||||
{
|
||||
exitConfirmedViaHoldOrClick = true;
|
||||
this.Exit();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
@ -125,7 +136,7 @@ namespace osu.Game.Screens.Menu
|
||||
Origin = Anchor.TopRight,
|
||||
Margin = new MarginPadding { Right = 15, Top = 5 }
|
||||
},
|
||||
exitConfirmOverlay?.CreateProxy() ?? Empty()
|
||||
holdToExitGameOverlay?.CreateProxy() ?? Empty()
|
||||
});
|
||||
|
||||
Buttons.StateChanged += state =>
|
||||
@ -149,19 +160,8 @@ namespace osu.Game.Screens.Menu
|
||||
preloadSongSelect();
|
||||
}
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private IPerformFromScreenRunner performer { get; set; }
|
||||
|
||||
public void ReturnToOsuLogo() => Buttons.State = ButtonSystemState.Initial;
|
||||
|
||||
private void confirmAndExit()
|
||||
{
|
||||
if (exitConfirmed) return;
|
||||
|
||||
exitConfirmed = true;
|
||||
performer?.PerformFromScreen(menu => menu.Exit());
|
||||
}
|
||||
|
||||
private void preloadSongSelect()
|
||||
{
|
||||
if (songSelect == null)
|
||||
@ -177,9 +177,6 @@ namespace osu.Game.Screens.Menu
|
||||
return s;
|
||||
}
|
||||
|
||||
[Resolved]
|
||||
private Storage storage { get; set; }
|
||||
|
||||
public override void OnEntering(ScreenTransitionEvent e)
|
||||
{
|
||||
base.OnEntering(e);
|
||||
@ -201,8 +198,6 @@ namespace osu.Game.Screens.Menu
|
||||
dialogOverlay?.Push(new StorageErrorDialog(osuStorage, osuStorage.Error));
|
||||
}
|
||||
|
||||
private bool exitConfirmed;
|
||||
|
||||
protected override void LogoArriving(OsuLogo logo, bool resuming)
|
||||
{
|
||||
base.LogoArriving(logo, resuming);
|
||||
@ -279,12 +274,29 @@ namespace osu.Game.Screens.Menu
|
||||
|
||||
public override bool OnExiting(ScreenExitEvent e)
|
||||
{
|
||||
if (!exitConfirmed && dialogOverlay != null)
|
||||
bool requiresConfirmation =
|
||||
// we need to have a dialog overlay to confirm in the first place.
|
||||
dialogOverlay != null
|
||||
// if the dialog has already displayed and been accepted by the user, we are good.
|
||||
&& !exitConfirmedViaDialog
|
||||
// Only require confirmation if there is either an ongoing operation or the user exited via a non-hold escape press.
|
||||
&& (notifications.HasOngoingOperations || !exitConfirmedViaHoldOrClick);
|
||||
|
||||
if (requiresConfirmation)
|
||||
{
|
||||
if (dialogOverlay.CurrentDialog is ConfirmExitDialog exitDialog)
|
||||
exitDialog.PerformOkAction();
|
||||
else
|
||||
dialogOverlay.Push(new ConfirmExitDialog(confirmAndExit, () => exitConfirmOverlay.Abort()));
|
||||
{
|
||||
dialogOverlay.Push(new ConfirmExitDialog(() =>
|
||||
{
|
||||
exitConfirmedViaDialog = true;
|
||||
this.Exit();
|
||||
}, () =>
|
||||
{
|
||||
holdToExitGameOverlay.Abort();
|
||||
}));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user