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Remove notification blocking behaviour of first run setup
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parent
ed11b1ba6f
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@ -26,16 +26,7 @@ namespace osu.Game.Tests.Visual.Navigation
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public void TestImportantNotificationDoesntInterruptSetup()
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{
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AddStep("post important notification", () => Game.Notifications.Post(new SimpleNotification { Text = "Important notification" }));
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AddAssert("no notification posted", () => Game.Notifications.UnreadCount.Value == 0);
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AddAssert("first-run setup still visible", () => Game.FirstRunOverlay.State.Value == Visibility.Visible);
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AddUntilStep("finish first-run setup", () =>
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{
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Game.FirstRunOverlay.NextButton.TriggerClick();
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return Game.FirstRunOverlay.State.Value == Visibility.Hidden;
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});
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AddWaitStep("wait for post delay", 5);
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AddAssert("notifications shown", () => Game.Notifications.State.Value == Visibility.Visible);
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AddAssert("notification posted", () => Game.Notifications.UnreadCount.Value == 1);
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}
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@ -38,8 +38,6 @@ namespace osu.Game.Overlays
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[Cached]
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private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
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private readonly IBindable<Visibility> firstRunSetupVisibility = new Bindable<Visibility>();
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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{
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if (State.Value == Visibility.Visible)
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@ -58,7 +56,7 @@ namespace osu.Game.Overlays
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private Container mainContent = null!;
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[BackgroundDependencyLoader]
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private void load(FirstRunSetupOverlay? firstRunSetup)
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private void load()
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{
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X = WIDTH;
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Width = WIDTH;
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@ -104,16 +102,13 @@ namespace osu.Game.Overlays
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}
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},
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};
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if (firstRunSetup != null)
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firstRunSetupVisibility.BindTo(firstRunSetup.State);
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}
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private ScheduledDelegate? notificationsEnabler;
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private void updateProcessingMode()
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{
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bool enabled = (OverlayActivationMode.Value == OverlayActivation.All && firstRunSetupVisibility.Value != Visibility.Visible) || State.Value == Visibility.Visible;
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bool enabled = OverlayActivationMode.Value == OverlayActivation.All || State.Value == Visibility.Visible;
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notificationsEnabler?.Cancel();
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@ -129,7 +124,6 @@ namespace osu.Game.Overlays
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base.LoadComplete();
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State.BindValueChanged(_ => updateProcessingMode());
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firstRunSetupVisibility.BindValueChanged(_ => updateProcessingMode());
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OverlayActivationMode.BindValueChanged(_ => updateProcessingMode(), true);
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}
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