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Merge pull request #7836 from peppy/fix-player-loader-focused-overlay-interaction

Fix player loading sequence continuing even when a priority overlay is visible
This commit is contained in:
Dan Balasescu 2020-02-15 11:17:20 +09:00 committed by GitHub
commit 9c5e3942ad
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 61 additions and 6 deletions

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@ -91,9 +91,44 @@ namespace osu.Game.Tests.Visual.Gameplay
{
AddStep("load dummy beatmap", () => ResetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddRepeatStep("move mouse", () => InputManager.MoveMouseTo(loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft + (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft) * RNG.NextSingle()), 20);
AddUntilStep("wait for load ready", () =>
{
moveMouse();
return player.LoadState == LoadState.Ready;
});
AddRepeatStep("move mouse", moveMouse, 20);
AddAssert("loader still active", () => loader.IsCurrentScreen());
AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
void moveMouse()
{
InputManager.MoveMouseTo(
loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft
+ (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft)
* RNG.NextSingle());
}
}
[Test]
public void TestBlockLoadViaFocus()
{
OsuFocusedOverlayContainer overlay = null;
AddStep("load dummy beatmap", () => ResetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("show focused overlay", () => { container.Add(overlay = new ChangelogOverlay { State = { Value = Visibility.Visible } }); });
AddUntilStep("overlay visible", () => overlay.IsPresent);
AddUntilStep("wait for load ready", () => player.LoadState == LoadState.Ready);
AddRepeatStep("twiddle thumbs", () => { }, 20);
AddAssert("loader still active", () => loader.IsCurrentScreen());
AddStep("hide overlay", () => overlay.Hide());
AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
}
[Test]
@ -159,13 +194,22 @@ namespace osu.Game.Tests.Visual.Gameplay
}
[Test]
public void TestMutedNotificationMasterVolume() => addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, null, () => audioManager.Volume.IsDefault);
public void TestMutedNotificationMasterVolume()
{
addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, null, () => audioManager.Volume.IsDefault);
}
[Test]
public void TestMutedNotificationTrackVolume() => addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, null, () => audioManager.VolumeTrack.IsDefault);
public void TestMutedNotificationTrackVolume()
{
addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, null, () => audioManager.VolumeTrack.IsDefault);
}
[Test]
public void TestMutedNotificationMuteButton() => addVolumeSteps("mute button", null, () => container.VolumeOverlay.IsMuted.Value = true, () => !container.VolumeOverlay.IsMuted.Value);
public void TestMutedNotificationMuteButton()
{
addVolumeSteps("mute button", null, () => container.VolumeOverlay.IsMuted.Value = true, () => !container.VolumeOverlay.IsMuted.Value);
}
/// <remarks>
/// Created for avoiding copy pasting code for the same steps.
@ -179,7 +223,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce).Value = false);
AddStep("load player", () => ResetPlayer(false, beforeLoad, afterLoad));
AddUntilStep("wait for player", () => player.IsLoaded);
AddUntilStep("wait for player", () => player.LoadState == LoadState.Ready);
AddAssert("check for notification", () => container.NotificationOverlay.UnreadCount.Value == 1);
AddStep("click notification", () =>
@ -193,6 +237,8 @@ namespace osu.Game.Tests.Visual.Gameplay
});
AddAssert("check " + volumeName, assert);
AddUntilStep("wait for player load", () => player.IsLoaded);
}
private class TestPlayerLoaderContainer : Container

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@ -117,6 +117,8 @@ namespace osu.Game.Tests.Visual.Navigation
{
base.LoadComplete();
API.Login("Rhythm Champion", "osu!");
Dependencies.Get<SessionStatics>().Set(Static.MutedAudioNotificationShownOnce, true);
}
}

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@ -67,7 +67,14 @@ namespace osu.Game.Screens.Play
}
private bool readyForPush =>
player.LoadState == LoadState.Ready && (IsHovered || idleTracker.IsIdle.Value) && inputManager?.DraggedDrawable == null;
// don't push unless the player is completely loaded
player.LoadState == LoadState.Ready
// don't push if the user is hovering one of the panes, unless they are idle.
&& (IsHovered || idleTracker.IsIdle.Value)
// don't push if the user is dragging a slider or otherwise.
&& inputManager?.DraggedDrawable == null
// don't push if a focused overlay is visible, like settings.
&& inputManager?.FocusedDrawable == null;
private readonly Func<Player> createPlayer;