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Merge branch 'master' into i-notification-overlay
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commit
bb8b94f8ad
@ -49,7 +49,7 @@ namespace osu.Game.Tests.Visual.Online
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Dependencies.Cache(chatManager);
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Dependencies.Cache(new ChatOverlay());
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Dependencies.Cache(dialogOverlay);
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Dependencies.CacheAs<IDialogOverlay>(dialogOverlay);
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}
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[SetUp]
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@ -97,7 +97,7 @@ namespace osu.Game.Tests.Visual.Settings
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Depth = -1
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});
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Dependencies.Cache(dialogOverlay);
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Dependencies.CacheAs<IDialogOverlay>(dialogOverlay);
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}
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}
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}
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@ -31,7 +31,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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private readonly FailableLeaderboard leaderboard;
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[Cached]
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[Cached(typeof(IDialogOverlay))]
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private readonly DialogOverlay dialogOverlay;
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private ScoreManager scoreManager;
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@ -19,7 +19,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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public class TestSceneUserTopScoreContainer : OsuTestScene
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{
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[Cached]
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[Cached(typeof(IDialogOverlay))]
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private readonly DialogOverlay dialogOverlay;
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public TestSceneUserTopScoreContainer()
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@ -63,7 +63,7 @@ namespace osu.Game
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/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
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/// for initial components that are generally retrieved via DI.
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/// </summary>
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public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>, ILocalUserPlayInfo
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public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>, ILocalUserPlayInfo, IPerformFromScreenRunner
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{
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/// <summary>
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/// The amount of global offset to apply when a left/right anchored overlay is displayed (ie. settings or notifications).
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@ -586,12 +586,6 @@ namespace osu.Game
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private PerformFromMenuRunner performFromMainMenuTask;
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/// <summary>
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/// Perform an action only after returning to a specific screen as indicated by <paramref name="validScreens"/>.
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/// Eagerly tries to exit the current screen until it succeeds.
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/// </summary>
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/// <param name="action">The action to perform once we are in the correct state.</param>
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/// <param name="validScreens">An optional collection of valid screen types. If any of these screens are already current we can perform the action immediately, else the first valid parent will be made current before performing the action. <see cref="MainMenu"/> is used if not specified.</param>
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public void PerformFromScreen(Action<IScreen> action, IEnumerable<Type> validScreens = null)
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{
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performFromMainMenuTask?.Cancel();
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@ -14,6 +14,7 @@ using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Spectator;
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using osu.Game.Screens;
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using osu.Game.Screens.OnlinePlay.Match.Components;
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using osu.Game.Screens.Play;
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using osu.Game.Users;
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@ -106,7 +107,7 @@ namespace osu.Game.Overlays.Dashboard
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public readonly APIUser User;
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[Resolved(canBeNull: true)]
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private OsuGame game { get; set; }
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private IPerformFromScreenRunner performer { get; set; }
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public PlayingUserPanel(APIUser user)
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{
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@ -140,7 +141,7 @@ namespace osu.Game.Overlays.Dashboard
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Text = "Watch",
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Action = () => game?.PerformFromScreen(s => s.Push(new SoloSpectator(User))),
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Action = () => performer?.PerformFromScreen(s => s.Push(new SoloSpectator(User))),
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Enabled = { Value = User.Id != api.LocalUser.Value.Id }
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}
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}
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@ -216,7 +216,7 @@ namespace osu.Game.Overlays.Dialog
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};
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// It's important we start in a visible state so our state fires on hide, even before load.
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// This is used by the IDialogOverlay to know when the dialog was dismissed.
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// This is used by the dialog overlay to know when the dialog was dismissed.
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Show();
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}
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@ -11,7 +11,7 @@ namespace osu.Game.Overlays
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/// <summary>
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/// A global overlay that can show popup dialogs.
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/// </summary>
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[Cached]
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[Cached(typeof(IDialogOverlay))]
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public interface IDialogOverlay
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{
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/// <summary>
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@ -7,6 +7,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Framework.Screens;
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using osu.Game.Localisation;
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using osu.Game.Screens;
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using osu.Game.Screens.Import;
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namespace osu.Game.Overlays.Settings.Sections.DebugSettings
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@ -16,7 +17,7 @@ namespace osu.Game.Overlays.Settings.Sections.DebugSettings
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protected override LocalisableString Header => DebugSettingsStrings.GeneralHeader;
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[BackgroundDependencyLoader(true)]
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private void load(FrameworkDebugConfigManager config, FrameworkConfigManager frameworkConfig, OsuGame game)
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private void load(FrameworkDebugConfigManager config, FrameworkConfigManager frameworkConfig, IPerformFromScreenRunner performer)
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{
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Children = new Drawable[]
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{
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@ -34,7 +35,7 @@ namespace osu.Game.Overlays.Settings.Sections.DebugSettings
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Add(new SettingsButton
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{
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Text = DebugSettingsStrings.ImportFiles,
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Action = () => game?.PerformFromScreen(menu => menu.Push(new FileImportScreen()))
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Action = () => performer?.PerformFromScreen(menu => menu.Push(new FileImportScreen()))
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});
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}
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}
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@ -6,13 +6,14 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Screens;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Screens;
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namespace osu.Game.Overlays.Settings.Sections.Maintenance
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{
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public class StableDirectoryLocationDialog : PopupDialog
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{
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[Resolved]
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private OsuGame game { get; set; }
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private IPerformFromScreenRunner performer { get; set; }
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public StableDirectoryLocationDialog(TaskCompletionSource<string> taskCompletionSource)
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{
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@ -25,7 +26,7 @@ namespace osu.Game.Overlays.Settings.Sections.Maintenance
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new PopupDialogOkButton
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{
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Text = "Sure! I know where it is located!",
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Action = () => Schedule(() => game.PerformFromScreen(screen => screen.Push(new StableDirectorySelectScreen(taskCompletionSource))))
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Action = () => Schedule(() => performer.PerformFromScreen(screen => screen.Push(new StableDirectorySelectScreen(taskCompletionSource))))
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},
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new PopupDialogCancelButton
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{
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26
osu.Game/Screens/IPerformFromScreenRunner.cs
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26
osu.Game/Screens/IPerformFromScreenRunner.cs
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@ -0,0 +1,26 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Screens;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Screens
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{
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/// <summary>
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/// Manages a global screen stack to allow nested components a guarantee of where work is executed.
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/// </summary>
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[Cached]
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public interface IPerformFromScreenRunner
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{
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/// <summary>
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/// Perform an action only after returning to a specific screen as indicated by <paramref name="validScreens"/>.
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/// Eagerly tries to exit the current screen until it succeeds.
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/// </summary>
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/// <param name="action">The action to perform once we are in the correct state.</param>
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/// <param name="validScreens">An optional collection of valid screen types. If any of these screens are already current we can perform the action immediately, else the first valid parent will be made current before performing the action. <see cref="MainMenu"/> is used if not specified.</param>
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void PerformFromScreen(Action<IScreen> action, IEnumerable<Type> validScreens = null);
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}
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}
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@ -148,14 +148,14 @@ namespace osu.Game.Screens.Menu
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}
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[Resolved(canBeNull: true)]
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private OsuGame game { get; set; }
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private IPerformFromScreenRunner performer { get; set; }
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private void confirmAndExit()
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{
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if (exitConfirmed) return;
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exitConfirmed = true;
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game?.PerformFromScreen(menu => menu.Exit());
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performer?.PerformFromScreen(menu => menu.Exit());
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}
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private void preloadSongSelect()
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@ -15,6 +15,7 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Select;
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using osuTK;
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@ -28,7 +29,7 @@ namespace osu.Game.Skinning.Editor
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private const float padding = 10;
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[Resolved(canBeNull: true)]
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private OsuGame game { get; set; }
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private IPerformFromScreenRunner performer { get; set; }
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[Resolved]
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private IBindable<RulesetInfo> ruleset { get; set; }
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@ -75,7 +76,7 @@ namespace osu.Game.Skinning.Editor
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Text = "Song Select",
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Action = () => game?.PerformFromScreen(screen =>
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Action = () => performer?.PerformFromScreen(screen =>
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{
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if (screen is SongSelect)
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return;
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@ -88,7 +89,7 @@ namespace osu.Game.Skinning.Editor
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Text = "Gameplay",
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Action = () => game?.PerformFromScreen(screen =>
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Action = () => performer?.PerformFromScreen(screen =>
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{
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if (screen is Player)
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return;
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