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Fix notifications appearing too early in load process

This commit is contained in:
Dean Herbert 2018-08-23 11:20:20 +09:00
parent de31187de6
commit 9f3f07df2e
3 changed files with 9 additions and 12 deletions

View File

@ -96,8 +96,7 @@ namespace osu.Game.Overlays
base.LoadComplete();
StateChanged += _ => updateProcessingMode();
OverlayActivationMode.ValueChanged += _ => updateProcessingMode();
OverlayActivationMode.TriggerChange();
OverlayActivationMode.BindValueChanged(_ => updateProcessingMode(), true);
}
private int totalCount => sections.Select(c => c.DisplayedCount).Sum();

View File

@ -9,6 +9,7 @@ using osu.Framework.Graphics.Shaders;
using osu.Game.Screens.Menu;
using OpenTK;
using osu.Framework.Screens;
using osu.Game.Overlays;
namespace osu.Game.Screens
{
@ -18,6 +19,8 @@ namespace osu.Game.Screens
protected override bool HideOverlaysOnEnter => true;
protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.Disabled;
protected override bool AllowBackButton => false;
public Loader()

View File

@ -174,6 +174,9 @@ namespace osu.Game.Screens.Menu
ButtonSystemState lastState = state;
state = value;
if (game != null)
game.OverlayActivationMode.Value = state == ButtonSystemState.Exit ? OverlayActivation.Disabled : OverlayActivation.All;
updateLogoState(lastState);
Logger.Log($"{nameof(ButtonSystem)}'s state changed from {lastState} to {state}");
@ -205,11 +208,7 @@ namespace osu.Game.Screens.Menu
{
logoTracking = false;
if (game != null)
{
game.OverlayActivationMode.Value = state == ButtonSystemState.Exit ? OverlayActivation.Disabled : OverlayActivation.All;
game.Toolbar.Hide();
}
game?.Toolbar.Hide();
logo.ClearTransforms(targetMember: nameof(Position));
logo.RelativePositionAxes = Axes.Both;
@ -243,11 +242,7 @@ namespace osu.Game.Screens.Menu
if (impact)
logo.Impact();
if (game != null)
{
game.OverlayActivationMode.Value = OverlayActivation.All;
game.Toolbar.State = Visibility.Visible;
}
game?.Toolbar.Show();
}, 200);
break;
default: