mirror of
https://github.com/osukey/osukey.git
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Merge pull request #21228 from Terochi/recent-messages-implementation
Add ability to view chat send history in input box
This commit is contained in:
commit
172e798847
@ -6,10 +6,10 @@
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using System;
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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{
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@ -5,7 +5,7 @@
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using System;
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using System;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Utils;
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namespace osu.Game.Tests.NonVisual
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namespace osu.Game.Tests.NonVisual
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{
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{
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178
osu.Game.Tests/Visual/UserInterface/TestSceneHistoryTextBox.cs
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178
osu.Game.Tests/Visual/UserInterface/TestSceneHistoryTextBox.cs
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@ -0,0 +1,178 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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[TestFixture]
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public class TestSceneHistoryTextBox : OsuManualInputManagerTestScene
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{
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private const string temp = "Temp message";
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private int messageCounter;
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private HistoryTextBox box = null!;
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private OsuSpriteText text = null!;
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[SetUp]
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public void SetUp()
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{
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Schedule(() =>
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{
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Children = new Drawable[]
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{
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box = new HistoryTextBox(5)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
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Width = 0.99f,
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},
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text = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
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Width = 0.99f,
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Y = -box.Height,
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Font = OsuFont.Default.With(size: 20),
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}
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};
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box.OnCommit += (_, _) =>
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{
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if (string.IsNullOrEmpty(box.Text))
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return;
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text.Text = $"{nameof(box.OnCommit)}: {box.Text}";
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box.Text = string.Empty;
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box.TakeFocus();
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text.FadeOutFromOne(1000, Easing.InQuint);
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};
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messageCounter = 0;
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box.TakeFocus();
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});
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}
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[Test]
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public void TestEmptyHistory()
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{
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AddStep("Set text", () => box.Text = temp);
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddAssert("Text is unchanged", () => box.Text == temp);
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AddStep("Move up", () => InputManager.Key(Key.Up));
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AddAssert("Text is unchanged", () => box.Text == temp);
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}
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[Test]
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public void TestPartialHistory()
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{
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addMessages(3);
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AddStep("Set text", () => box.Text = temp);
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddAssert("Text is unchanged", () => box.Text == temp);
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AddRepeatStep("Move up", () => InputManager.Key(Key.Up), 3);
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AddAssert("Same as 1st message", () => box.Text == "Message 1");
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AddStep("Move up", () => InputManager.Key(Key.Up));
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AddAssert("Same as 1st message", () => box.Text == "Message 1");
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddAssert("Same as 2nd message", () => box.Text == "Message 2");
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AddRepeatStep("Move down", () => InputManager.Key(Key.Down), 2);
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AddAssert("Temporary message restored", () => box.Text == temp);
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddAssert("Text is unchanged", () => box.Text == temp);
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}
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[Test]
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public void TestFullHistory()
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{
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addMessages(7);
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AddStep("Set text", () => box.Text = temp);
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddAssert("Text is unchanged", () => box.Text == temp);
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AddRepeatStep("Move up", () => InputManager.Key(Key.Up), 5);
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AddAssert("Same as 3rd message", () => box.Text == "Message 3");
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AddStep("Move up", () => InputManager.Key(Key.Up));
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AddAssert("Same as 3rd message", () => box.Text == "Message 3");
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AddRepeatStep("Move down", () => InputManager.Key(Key.Down), 4);
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AddAssert("Same as 7th message", () => box.Text == "Message 7");
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddAssert("Temporary message restored", () => box.Text == temp);
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddAssert("Text is unchanged", () => box.Text == temp);
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}
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[Test]
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public void TestChangedHistory()
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{
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addMessages(2);
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AddStep("Set text", () => box.Text = temp);
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AddStep("Move up", () => InputManager.Key(Key.Up));
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AddStep("Change text", () => box.Text = "New message");
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddStep("Move up", () => InputManager.Key(Key.Up));
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AddAssert("Changes lost", () => box.Text == "Message 2");
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}
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[Test]
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public void TestInputOnEdge()
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{
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addMessages(2);
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AddStep("Set text", () => box.Text = temp);
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AddStep("Move down", () => InputManager.Key(Key.Down));
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AddAssert("Text unchanged", () => box.Text == temp);
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AddRepeatStep("Move up", () => InputManager.Key(Key.Up), 2);
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AddAssert("Same as 1st message", () => box.Text == "Message 1");
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AddStep("Move up", () => InputManager.Key(Key.Up));
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AddAssert("Text unchanged", () => box.Text == "Message 1");
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}
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[Test]
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public void TestResetIndex()
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{
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addMessages(2);
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AddRepeatStep("Move Up", () => InputManager.Key(Key.Up), 2);
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AddAssert("Same as 1st message", () => box.Text == "Message 1");
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AddStep("Change text", () => box.Text = "New message");
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AddStep("Move Up", () => InputManager.Key(Key.Up));
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AddAssert("Same as previous message", () => box.Text == "Message 2");
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}
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private void addMessages(int count)
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{
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AddRepeatStep("Add messages", () =>
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{
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box.Text = $"Message {++messageCounter}";
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InputManager.Key(Key.Enter);
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}, count);
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}
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}
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}
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90
osu.Game/Graphics/UserInterface/HistoryTextBox.cs
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90
osu.Game/Graphics/UserInterface/HistoryTextBox.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Input.Events;
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using osu.Game.Utils;
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using osuTK.Input;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// A <see cref="FocusedTextBox"/> which additionally retains a history of text committed, up to a limit
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/// (100 by default, specified in constructor).
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/// The history of committed text can be navigated using up/down arrows.
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/// This resembles the operation of command-line terminals.
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/// </summary>
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public class HistoryTextBox : FocusedTextBox
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{
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private readonly LimitedCapacityQueue<string> messageHistory;
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public int HistoryCount => messageHistory.Count;
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private int selectedIndex;
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private string originalMessage = string.Empty;
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/// <summary>
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/// Creates a new <see cref="HistoryTextBox"/>.
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/// </summary>
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/// <param name="capacity">
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/// The maximum number of committed lines to keep in history.
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/// When exceeded, the oldest lines in history will be dropped to make space for new ones.
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/// </param>
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public HistoryTextBox(int capacity = 100)
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{
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messageHistory = new LimitedCapacityQueue<string>(capacity);
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Current.ValueChanged += text =>
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{
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if (selectedIndex != HistoryCount && text.NewValue != messageHistory[selectedIndex])
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{
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selectedIndex = HistoryCount;
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}
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};
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Up:
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if (selectedIndex == 0)
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return true;
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if (selectedIndex == HistoryCount)
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originalMessage = Text;
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Text = messageHistory[--selectedIndex];
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return true;
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case Key.Down:
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if (selectedIndex == HistoryCount)
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return true;
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if (selectedIndex == HistoryCount - 1)
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{
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selectedIndex = HistoryCount;
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Text = originalMessage;
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return true;
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}
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Text = messageHistory[++selectedIndex];
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return true;
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}
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return base.OnKeyDown(e);
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}
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protected override void Commit()
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{
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if (!string.IsNullOrEmpty(Text))
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messageHistory.Enqueue(Text);
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selectedIndex = HistoryCount;
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base.Commit();
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}
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}
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}
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@ -120,17 +120,20 @@ namespace osu.Game.Online.Chat
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AddInternal(drawableChannel);
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AddInternal(drawableChannel);
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}
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}
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public class ChatTextBox : FocusedTextBox
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public class ChatTextBox : HistoryTextBox
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{
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{
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protected override bool OnKeyDown(KeyDownEvent e)
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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{
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// Chat text boxes are generally used in places where they retain focus, but shouldn't block interaction with other
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// Chat text boxes are generally used in places where they retain focus, but shouldn't block interaction with other
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// elements on the same screen.
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// elements on the same screen.
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switch (e.Key)
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if (!HoldFocus)
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{
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{
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case Key.Up:
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switch (e.Key)
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case Key.Down:
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{
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return false;
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case Key.Up:
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case Key.Down:
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return false;
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}
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}
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}
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return base.OnKeyDown(e);
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return base.OnKeyDown(e);
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@ -7,7 +7,7 @@ using osu.Game.Resources.Localisation.Web;
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namespace osu.Game.Overlays.Chat
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namespace osu.Game.Overlays.Chat
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{
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{
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public class ChatTextBox : FocusedTextBox
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public class ChatTextBox : HistoryTextBox
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{
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{
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public readonly BindableBool ShowSearch = new BindableBool();
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public readonly BindableBool ShowSearch = new BindableBool();
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@ -7,7 +7,7 @@ using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Difficulty.Utils
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namespace osu.Game.Utils
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{
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{
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/// <summary>
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/// <summary>
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/// An indexed queue with limited capacity.
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/// An indexed queue with limited capacity.
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