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Merge pull request #14337 from frenzibyte/hidden-hud-blocks-skinnable-load
Fix gameplay HUD load being delayed if initially hidden
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commit
dba5af4a06
@ -12,6 +12,7 @@ using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -142,6 +143,22 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("return value", () => config.SetValue(OsuSetting.KeyOverlay, keyCounterVisibleValue));
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}
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[Test]
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public void TestHiddenHUDDoesntBlockSkinnableComponentsLoad()
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{
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HUDVisibilityMode originalConfigValue = default;
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AddStep("get original config value", () => originalConfigValue = config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode));
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AddStep("set hud to never show", () => config.SetValue(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Never));
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createNew();
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AddUntilStep("wait for hud load", () => hudOverlay.IsLoaded);
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AddUntilStep("skinnable components loaded", () => hudOverlay.ChildrenOfType<SkinnableTargetContainer>().Single().ComponentsLoaded);
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AddStep("set original config value", () => config.SetValue(OsuSetting.HUDVisibilityMode, originalConfigValue));
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}
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private void createNew(Action<HUDOverlay> action = null)
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{
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AddStep("create overlay", () =>
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@ -57,8 +57,6 @@ namespace osu.Game.Screens.Play
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private Bindable<HUDVisibilityMode> configVisibilityMode;
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private readonly Container visibilityContainer;
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private readonly BindableBool replayLoaded = new BindableBool();
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private static bool hasShownNotificationOnce;
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@ -72,7 +70,7 @@ namespace osu.Game.Screens.Play
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private readonly SkinnableTargetContainer mainComponents;
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private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter, topRightElements };
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private IEnumerable<Drawable> hideTargets => new Drawable[] { mainComponents, KeyCounter, topRightElements };
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public HUDOverlay(DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
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{
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@ -84,13 +82,9 @@ namespace osu.Game.Screens.Play
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Children = new Drawable[]
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{
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CreateFailingLayer(),
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visibilityContainer = new Container
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mainComponents = new SkinnableTargetContainer(SkinnableTarget.MainHUDComponents)
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{
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RelativeSizeAxes = Axes.Both,
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Child = mainComponents = new SkinnableTargetContainer(SkinnableTarget.MainHUDComponents)
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{
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RelativeSizeAxes = Axes.Both,
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},
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},
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topRightElements = new FillFlowContainer
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{
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