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Merge branch 'master' into fix-ef-hiding
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commit
a9b9d82b74
@ -25,10 +25,7 @@ namespace osu.Game.Overlays.Notifications
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public float Progress
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public float Progress
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{
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{
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get { return progressBar.Progress; }
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get { return progressBar.Progress; }
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set
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set { Schedule(() => progressBar.Progress = value); }
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{
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progressBar.Progress = value;
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}
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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@ -44,41 +41,44 @@ namespace osu.Game.Overlays.Notifications
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get { return state; }
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get { return state; }
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set
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set
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{
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{
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bool stateChanged = state != value;
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Schedule(() =>
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state = value;
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if (IsLoaded)
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{
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{
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switch (state)
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bool stateChanged = state != value;
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{
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state = value;
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case ProgressNotificationState.Queued:
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Light.Colour = colourQueued;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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case ProgressNotificationState.Active:
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Light.Colour = colourActive;
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Light.Pulsate = true;
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progressBar.Active = true;
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break;
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case ProgressNotificationState.Cancelled:
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Light.Colour = colourCancelled;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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}
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}
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if (stateChanged)
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if (IsLoaded)
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{
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switch (state)
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{
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{
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case ProgressNotificationState.Completed:
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switch (state)
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NotificationContent.MoveToY(-DrawSize.Y / 2, 200, Easing.OutQuint);
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{
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this.FadeOut(200).Finally(d => Completed());
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case ProgressNotificationState.Queued:
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break;
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Light.Colour = colourQueued;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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case ProgressNotificationState.Active:
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Light.Colour = colourActive;
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Light.Pulsate = true;
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progressBar.Active = true;
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break;
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case ProgressNotificationState.Cancelled:
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Light.Colour = colourCancelled;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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}
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}
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}
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}
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if (stateChanged)
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{
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switch (state)
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{
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case ProgressNotificationState.Completed:
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NotificationContent.MoveToY(-DrawSize.Y / 2, 200, Easing.OutQuint);
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this.FadeOut(200).Finally(d => Completed());
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break;
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}
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}
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});
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}
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}
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}
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}
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@ -232,4 +232,4 @@ namespace osu.Game.Overlays.Notifications
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Completed,
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Completed,
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Cancelled
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Cancelled
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}
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}
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}
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}
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@ -66,13 +66,11 @@ namespace osu.Game.Tests.Visual
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progressingNotifications.RemoveAll(n => n.State == ProgressNotificationState.Completed);
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progressingNotifications.RemoveAll(n => n.State == ProgressNotificationState.Completed);
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while (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
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if (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
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{
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{
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var p = progressingNotifications.FirstOrDefault(n => n.IsAlive && n.State == ProgressNotificationState.Queued);
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var p = progressingNotifications.FirstOrDefault(n => n.IsAlive && n.State == ProgressNotificationState.Queued);
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if (p == null)
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if (p != null)
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break;
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p.State = ProgressNotificationState.Active;
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p.State = ProgressNotificationState.Active;
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}
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}
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foreach (var n in progressingNotifications.FindAll(n => n.State == ProgressNotificationState.Active))
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foreach (var n in progressingNotifications.FindAll(n => n.State == ProgressNotificationState.Active))
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