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Merge pull request #13701 from frenzibyte/consume-bindable-current-factory
Fix `RestoreDefaultValueButton` not behaving correctly on number types
This commit is contained in:
commit
d5d7dd0e74
@ -4,7 +4,6 @@
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays;
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@ -17,28 +16,65 @@ namespace osu.Game.Tests.Visual.Settings
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[Test]
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public void TestRestoreDefaultValueButtonVisibility()
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{
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TestSettingsTextBox textBox = null;
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SettingsTextBox textBox = null;
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RestoreDefaultValueButton<string> restoreDefaultValueButton = null;
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AddStep("create settings item", () => Child = textBox = new TestSettingsTextBox
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AddStep("create settings item", () =>
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{
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Current = new Bindable<string>
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Child = textBox = new SettingsTextBox
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{
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Default = "test",
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Value = "test"
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}
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Current = new Bindable<string>
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{
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Default = "test",
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Value = "test"
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}
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};
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restoreDefaultValueButton = textBox.ChildrenOfType<RestoreDefaultValueButton<string>>().Single();
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});
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AddAssert("restore button hidden", () => textBox.RestoreDefaultValueButton.Alpha == 0);
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AddAssert("restore button hidden", () => restoreDefaultValueButton.Alpha == 0);
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AddStep("change value from default", () => textBox.Current.Value = "non-default");
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AddUntilStep("restore button shown", () => textBox.RestoreDefaultValueButton.Alpha > 0);
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AddUntilStep("restore button shown", () => restoreDefaultValueButton.Alpha > 0);
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AddStep("restore default", () => textBox.Current.SetDefault());
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AddUntilStep("restore button hidden", () => textBox.RestoreDefaultValueButton.Alpha == 0);
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AddUntilStep("restore button hidden", () => restoreDefaultValueButton.Alpha == 0);
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}
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private class TestSettingsTextBox : SettingsTextBox
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/// <summary>
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/// Ensures that the reset to default button uses the correct implementation of IsDefault to determine whether it should be shown or not.
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/// Values have been chosen so that after being set, Value != Default (but they are close enough that the difference is negligible compared to Precision).
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/// </summary>
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[TestCase(4.2f)]
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[TestCase(9.9f)]
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public void TestRestoreDefaultValueButtonPrecision(float initialValue)
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{
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public Drawable RestoreDefaultValueButton => this.ChildrenOfType<RestoreDefaultValueButton<string>>().Single();
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BindableFloat current = null;
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SettingsSlider<float> sliderBar = null;
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RestoreDefaultValueButton<float> restoreDefaultValueButton = null;
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AddStep("create settings item", () =>
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{
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Child = sliderBar = new SettingsSlider<float>
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{
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Current = current = new BindableFloat(initialValue)
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{
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MinValue = 0f,
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MaxValue = 10f,
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Precision = 0.1f,
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}
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};
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restoreDefaultValueButton = sliderBar.ChildrenOfType<RestoreDefaultValueButton<float>>().Single();
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});
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AddAssert("restore button hidden", () => restoreDefaultValueButton.Alpha == 0);
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AddStep("change value to next closest", () => sliderBar.Current.Value += current.Precision * 0.6f);
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AddUntilStep("restore button shown", () => restoreDefaultValueButton.Alpha > 0);
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AddStep("restore default", () => sliderBar.Current.SetDefault());
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AddUntilStep("restore button hidden", () => restoreDefaultValueButton.Alpha == 0);
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}
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}
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}
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}
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@ -20,15 +20,26 @@ namespace osu.Game.Overlays
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{
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public override bool IsPresent => base.IsPresent || Scheduler.HasPendingTasks;
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private readonly BindableWithCurrent<T> current = new BindableWithCurrent<T>();
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// this is done to ensure a click on this button doesn't trigger focus on a parent element which contains the button.
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public override bool AcceptsFocus => true;
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// this is intentionally not using BindableWithCurrent, as it can use the wrong IsDefault implementation when passed a BindableNumber.
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// using GetBoundCopy() ensures that the received bindable is of the exact same type as the source bindable and uses the proper IsDefault implementation.
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private Bindable<T> current;
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public Bindable<T> Current
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{
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get => current.Current;
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set => current.Current = value;
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get => current;
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set
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{
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current?.UnbindAll();
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current = value.GetBoundCopy();
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current.ValueChanged += _ => UpdateState();
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current.DefaultChanged += _ => UpdateState();
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current.DisabledChanged += _ => UpdateState();
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UpdateState();
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}
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}
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private Color4 buttonColour;
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@ -62,18 +73,14 @@ namespace osu.Game.Overlays
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Action += () =>
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{
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if (!current.Disabled) current.SetDefault();
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if (!current.Disabled)
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current.SetDefault();
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Current.ValueChanged += _ => UpdateState();
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Current.DisabledChanged += _ => UpdateState();
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Current.DefaultChanged += _ => UpdateState();
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UpdateState();
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}
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