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Fix home button not closing login and now playing overlays (#6758)
Fix home button not closing login and now playing overlays Co-authored-by: Dean Herbert <pe@ppy.sh>
This commit is contained in:
commit
e32f88c770
@ -102,8 +102,6 @@ namespace osu.Game
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private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
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private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
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private readonly List<VisibilityContainer> toolbarElements = new List<VisibilityContainer>();
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private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
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private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
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public OsuGame(string[] args = null)
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public OsuGame(string[] args = null)
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@ -134,17 +132,13 @@ namespace osu.Game
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/// <summary>
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/// <summary>
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/// Close all game-wide overlays.
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/// Close all game-wide overlays.
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/// </summary>
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/// </summary>
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/// <param name="hideToolbarElements">Whether the toolbar (and accompanying controls) should also be hidden.</param>
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/// <param name="hideToolbar">Whether the toolbar should also be hidden.</param>
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public void CloseAllOverlays(bool hideToolbarElements = true)
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public void CloseAllOverlays(bool hideToolbar = true)
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{
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{
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foreach (var overlay in overlays)
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foreach (var overlay in overlays)
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overlay.Hide();
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overlay.Hide();
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if (hideToolbarElements)
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if (hideToolbar) Toolbar.Hide();
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{
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foreach (var overlay in toolbarElements)
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overlay.Hide();
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}
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}
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}
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private DependencyContainer dependencies;
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private DependencyContainer dependencies;
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@ -572,11 +566,7 @@ namespace osu.Game
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CloseAllOverlays(false);
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CloseAllOverlays(false);
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menuScreen?.MakeCurrent();
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menuScreen?.MakeCurrent();
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},
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},
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}, d =>
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}, topMostOverlayContent.Add);
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{
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topMostOverlayContent.Add(d);
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toolbarElements.Add(d);
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});
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loadComponentSingleFile(volume = new VolumeOverlay(), leftFloatingOverlayContent.Add, true);
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loadComponentSingleFile(volume = new VolumeOverlay(), leftFloatingOverlayContent.Add, true);
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@ -615,11 +605,7 @@ namespace osu.Game
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GetToolbarHeight = () => ToolbarOffset,
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GetToolbarHeight = () => ToolbarOffset,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Origin = Anchor.TopRight,
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}, d =>
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}, rightFloatingOverlayContent.Add, true);
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{
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rightFloatingOverlayContent.Add(d);
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toolbarElements.Add(d);
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}, true);
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loadComponentSingleFile(new AccountCreationOverlay(), topMostOverlayContent.Add, true);
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loadComponentSingleFile(new AccountCreationOverlay(), topMostOverlayContent.Add, true);
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loadComponentSingleFile(new DialogOverlay(), topMostOverlayContent.Add, true);
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loadComponentSingleFile(new DialogOverlay(), topMostOverlayContent.Add, true);
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@ -629,8 +615,8 @@ namespace osu.Game
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Add(externalLinkOpener = new ExternalLinkOpener());
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Add(externalLinkOpener = new ExternalLinkOpener());
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// side overlays which cancel each other.
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var singleDisplaySideOverlays = new OverlayContainer[] { Settings, notifications };
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var singleDisplaySideOverlays = new OverlayContainer[] { Settings, notifications };
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overlays.AddRange(singleDisplaySideOverlays);
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foreach (var overlay in singleDisplaySideOverlays)
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foreach (var overlay in singleDisplaySideOverlays)
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{
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{
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@ -644,7 +630,6 @@ namespace osu.Game
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// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
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// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
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var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
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var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
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overlays.AddRange(informationalOverlays);
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foreach (var overlay in informationalOverlays)
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foreach (var overlay in informationalOverlays)
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{
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{
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@ -658,7 +643,6 @@ namespace osu.Game
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// ensure only one of these overlays are open at once.
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// ensure only one of these overlays are open at once.
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var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct, changelogOverlay };
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var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct, changelogOverlay };
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overlays.AddRange(singleDisplayOverlays);
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foreach (var overlay in singleDisplayOverlays)
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foreach (var overlay in singleDisplayOverlays)
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{
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{
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@ -759,6 +743,9 @@ namespace osu.Game
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if (cache)
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if (cache)
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dependencies.Cache(d);
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dependencies.Cache(d);
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if (d is OverlayContainer overlay)
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overlays.Add(overlay);
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// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
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// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
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// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
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// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
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// we could avoid the need for scheduling altogether.
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// we could avoid the need for scheduling altogether.
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