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Make OverlayContainers with no blocking input VisibilityContainers

This commit is contained in:
Joehu 2019-10-14 16:27:59 -07:00
parent 66d3a71ebb
commit ccc753a315
6 changed files with 6 additions and 15 deletions

View File

@ -102,7 +102,7 @@ namespace osu.Game
private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
private readonly List<OverlayContainer> toolbarElements = new List<OverlayContainer>();
private readonly List<VisibilityContainer> toolbarElements = new List<VisibilityContainer>();
private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();

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@ -16,7 +16,7 @@ using osu.Game.Rulesets;
namespace osu.Game.Overlays.Toolbar
{
public class Toolbar : OverlayContainer
public class Toolbar : VisibilityContainer
{
public const float HEIGHT = 40;
public const float TOOLTIP_HEIGHT = 30;
@ -26,8 +26,6 @@ namespace osu.Game.Overlays.Toolbar
private ToolbarUserButton userButton;
private ToolbarRulesetSelector rulesetSelector;
protected override bool BlockPositionalInput => false;
private const double transition_time = 500;
private const float alpha_hovering = 0.8f;

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@ -19,7 +19,7 @@ using osuTK.Graphics;
namespace osu.Game.Overlays
{
public class VolumeOverlay : OverlayContainer
public class VolumeOverlay : VisibilityContainer
{
private const float offset = 10;
@ -28,8 +28,6 @@ namespace osu.Game.Overlays
private VolumeMeter volumeMeterMusic;
private MuteButton muteButton;
protected override bool BlockPositionalInput => false;
private readonly BindableDouble muteAdjustment = new BindableDouble();
private readonly Bindable<bool> isMuted = new Bindable<bool>();

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@ -16,7 +16,7 @@ namespace osu.Game.Screens.Play
/// <summary>
/// An overlay which can be used to require further user actions before gameplay is resumed.
/// </summary>
public abstract class ResumeOverlay : OverlayContainer
public abstract class ResumeOverlay : VisibilityContainer
{
public CursorContainer GameplayCursor { get; set; }
@ -29,8 +29,6 @@ namespace osu.Game.Screens.Play
protected const float TRANSITION_TIME = 500;
protected override bool BlockPositionalInput => false;
protected abstract string Message { get; }
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;

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@ -23,7 +23,7 @@ using osu.Game.Input.Bindings;
namespace osu.Game.Screens.Play
{
public class SkipOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
public class SkipOverlay : VisibilityContainer, IKeyBindingHandler<GlobalAction>
{
private readonly double startTime;
@ -36,7 +36,6 @@ namespace osu.Game.Screens.Play
private double displayTime;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
protected override bool BlockPositionalInput => false;
/// <summary>
/// Displays a skip overlay, giving the user the ability to skip forward.

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@ -29,7 +29,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Screens.Select
{
public class BeatmapInfoWedge : OverlayContainer
public class BeatmapInfoWedge : VisibilityContainer
{
private const float shear_width = 36.75f;
@ -62,8 +62,6 @@ namespace osu.Game.Screens.Select
ruleset.ValueChanged += _ => updateDisplay();
}
protected override bool BlockPositionalInput => false;
protected override void PopIn()
{
this.MoveToX(0, 800, Easing.OutQuint);