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Ensure toggles are not instantiated more than once for safety

This commit is contained in:
Dean Herbert 2020-09-25 17:40:43 +09:00
parent b8e9f19b92
commit 22511c36c3
3 changed files with 18 additions and 11 deletions

View File

@ -44,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Edit
private readonly Bindable<TernaryState> distanceSnapToggle = new Bindable<TernaryState>();
protected override IEnumerable<TernaryButton> Toggles => base.Toggles.Concat(new[]
protected override IEnumerable<TernaryButton> CreateToggles() => base.CreateToggles().Concat(new[]
{
new TernaryButton(distanceSnapToggle, "Distance Snap", () => new SpriteIcon { Icon = FontAwesome.Solid.Ruler })
});

View File

@ -133,7 +133,6 @@ namespace osu.Game.Rulesets.Edit
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 5),
ChildrenEnumerable = Toggles.Select(b => new DrawableTernaryButton(b))
},
}
}
@ -145,6 +144,9 @@ namespace osu.Game.Rulesets.Edit
.Select(t => new RadioButton(t.Name, () => toolSelected(t), t.CreateIcon))
.ToList();
Toggles = CreateToggles().ToArray();
togglesCollection.AddRange(Toggles.Select(b => new DrawableTernaryButton(b)));
setSelectTool();
EditorBeatmap.SelectedHitObjects.CollectionChanged += selectionChanged;
@ -176,7 +178,9 @@ namespace osu.Game.Rulesets.Edit
/// A collection of toggles which will be displayed to the user.
/// The display name will be decided by <see cref="Bindable{T}.Description"/>.
/// </summary>
protected virtual IEnumerable<TernaryButton> Toggles => BlueprintContainer.Toggles;
public TernaryButton[] Toggles { get; private set; }
protected virtual IEnumerable<TernaryButton> CreateToggles() => BlueprintContainer.Toggles;
/// <summary>
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.

View File

@ -51,6 +51,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
[BackgroundDependencyLoader]
private void load()
{
Toggles = CreateToggles().ToArray();
AddInternal(placementBlueprintContainer);
}
@ -66,21 +68,22 @@ namespace osu.Game.Screens.Edit.Compose.Components
// we are responsible for current placement blueprint updated based on state changes.
NewCombo.ValueChanged += combo =>
{
if (currentPlacement != null)
{
if (currentPlacement.HitObject is IHasComboInformation c)
c.NewCombo = combo.NewValue == TernaryState.True;
}
if (currentPlacement == null) return;
if (currentPlacement.HitObject is IHasComboInformation c)
c.NewCombo = combo.NewValue == TernaryState.True;
};
}
public readonly Bindable<TernaryState> NewCombo = new Bindable<TernaryState> { Description = "New Combo" };
public virtual IEnumerable<TernaryButton> Toggles => new[]
public TernaryButton[] Toggles { get; private set; }
protected virtual IEnumerable<TernaryButton> CreateToggles()
{
//TODO: this should only be enabled (visible?) for rulesets that provide combo-supporting HitObjects.
new TernaryButton(NewCombo, "New combo", () => new SpriteIcon { Icon = FontAwesome.Regular.DotCircle })
};
yield return new TernaryButton(NewCombo, "New combo", () => new SpriteIcon { Icon = FontAwesome.Regular.DotCircle });
}
#region Placement