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Fix beatmap ruleset selector selecting initial ruleset

This commit is contained in:
Salman Ahmed 2021-08-23 09:56:00 +03:00
parent 2ba88923b6
commit 1d89d757af
3 changed files with 24 additions and 8 deletions

View File

@ -6,11 +6,14 @@ using osu.Framework.Graphics.UserInterface;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets; using osu.Game.Rulesets;
using System.Linq; using System.Linq;
using osu.Framework.Allocation;
namespace osu.Game.Overlays.BeatmapSet namespace osu.Game.Overlays.BeatmapSet
{ {
public class BeatmapRulesetSelector : OverlayRulesetSelector public class BeatmapRulesetSelector : OverlayRulesetSelector
{ {
protected override bool SelectInitialRuleset => false;
private readonly Bindable<BeatmapSetInfo> beatmapSet = new Bindable<BeatmapSetInfo>(); private readonly Bindable<BeatmapSetInfo> beatmapSet = new Bindable<BeatmapSetInfo>();
public BeatmapSetInfo BeatmapSet public BeatmapSetInfo BeatmapSet

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@ -21,10 +21,13 @@ namespace osu.Game.Overlays
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(RulesetStore store, IAPIProvider api) private void load(RulesetStore store, IAPIProvider api)
{ {
var preferredRuleset = store.GetRuleset(api.LocalUser.Value.PlayMode); if (SelectInitialRuleset)
{
var preferredRuleset = store.GetRuleset(api.LocalUser.Value.PlayMode);
if (preferredRuleset != null) if (preferredRuleset != null)
Current.Value = preferredRuleset; Current.Value = preferredRuleset;
}
} }
protected override TabItem<RulesetInfo> CreateTabItem(RulesetInfo value) => new OverlayRulesetTabItem(value); protected override TabItem<RulesetInfo> CreateTabItem(RulesetInfo value) => new OverlayRulesetTabItem(value);

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@ -14,17 +14,27 @@ namespace osu.Game.Rulesets
protected override Dropdown<RulesetInfo> CreateDropdown() => null; protected override Dropdown<RulesetInfo> CreateDropdown() => null;
protected virtual bool SelectInitialRuleset => true;
protected RulesetSelector()
{
SelectFirstTabByDefault = false;
}
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {
foreach (var r in Rulesets.AvailableRulesets) foreach (var r in Rulesets.AvailableRulesets)
AddItem(r); AddItem(r);
// This is supposed to be an implicit process in the base class, but the problem is that it happens in LoadComplete. if (SelectInitialRuleset)
// That can become an issue with overlays that require access to the initial ruleset value {
// before the ruleset selectors reached a LoadComplete state. // This is supposed to be an implicit process in the base class, but the problem is that it happens in LoadComplete.
// (e.g. displaying RankingsOverlay for the first time). // That can become an issue with overlays that require access to the initial ruleset value
Current.Value = Items.First(); // before the ruleset selectors reached a LoadComplete state.
// (e.g. displaying RankingsOverlay for the first time).
Current.Value = Items.First();
}
} }
} }
} }