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Properly fix dialog overlay playing double samples on show/hide

This commit is contained in:
Joehu 2019-09-11 15:35:47 -07:00
parent f9c6a8c5b7
commit e0bf579b18
3 changed files with 17 additions and 25 deletions

View File

@ -21,8 +21,6 @@ namespace osu.Game.Graphics.Containers
private SampleChannel samplePopIn;
private SampleChannel samplePopOut;
protected virtual bool PlaySamplesOnStateChange => true;
protected override bool BlockNonPositionalInput => true;
/// <summary>
@ -126,12 +124,12 @@ namespace osu.Game.Graphics.Containers
return;
}
if (PlaySamplesOnStateChange) samplePopIn?.Play();
samplePopIn?.Play();
if (BlockScreenWideMouse && DimMainContent) game?.AddBlockingOverlay(this);
break;
case Visibility.Hidden:
if (PlaySamplesOnStateChange) samplePopOut?.Play();
samplePopOut?.Play();
if (BlockScreenWideMouse) game?.RemoveBlockingOverlay(this);
break;
}

View File

@ -13,20 +13,17 @@ using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Overlays.Dialog
{
public class PopupDialog : OsuFocusedOverlayContainer
public class PopupDialog : VisibilityContainer
{
public static readonly float ENTER_DURATION = 500;
public static readonly float EXIT_DURATION = 200;
protected override bool BlockPositionalInput => false;
private readonly Vector2 ringSize = new Vector2(100f);
private readonly Vector2 ringMinifiedSize = new Vector2(20f);
private readonly Vector2 buttonsEnterSpacing = new Vector2(0f, 50f);
@ -202,18 +199,6 @@ namespace osu.Game.Overlays.Dialog
};
}
public override bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.Select:
Buttons.OfType<PopupDialogOkButton>().FirstOrDefault()?.Click();
return true;
}
return base.OnPressed(action);
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat) return false;
@ -238,8 +223,6 @@ namespace osu.Game.Overlays.Dialog
protected override void PopIn()
{
base.PopIn();
actionInvoked = false;
// Reset various animations but only if the dialog animation fully completed
@ -263,7 +246,6 @@ namespace osu.Game.Overlays.Dialog
// This is presumed to always be a sane default "cancel" action.
buttonsContainer.Last().Click();
base.PopOut();
content.FadeOut(EXIT_DURATION, Easing.InSine);
}

View File

@ -5,6 +5,8 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Overlays.Dialog;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
using System.Linq;
namespace osu.Game.Overlays
{
@ -41,8 +43,6 @@ namespace osu.Game.Overlays
Show();
}
protected override bool PlaySamplesOnStateChange => false;
protected override bool BlockNonPositionalInput => true;
private void onDialogOnStateChanged(VisibilityContainer dialog, Visibility v)
@ -74,5 +74,17 @@ namespace osu.Game.Overlays
this.FadeOut(PopupDialog.EXIT_DURATION, Easing.InSine);
}
public override bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.Select:
currentDialog.Buttons.OfType<PopupDialogOkButton>().FirstOrDefault()?.Click();
return true;
}
return base.OnPressed(action);
}
}
}