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Merge branch 'master' into spectator-replay-watcher
This commit is contained in:
commit
23d9fa4dfa
@ -821,15 +821,13 @@ namespace osu.Game.Tests.Beatmaps.IO
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var manager = osu.Dependencies.Get<BeatmapManager>();
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await manager.Import(temp);
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var imported = manager.GetAllUsableBeatmapSets();
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var importedSet = await manager.Import(temp);
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ensureLoaded(osu);
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waitForOrAssert(() => !File.Exists(temp), "Temporary file still exists after standard import", 5000);
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return imported.LastOrDefault();
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return manager.GetAllUsableBeatmapSets().Find(beatmapSet => beatmapSet.ID == importedSet.ID);
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}
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private void deleteBeatmapSet(BeatmapSetInfo imported, OsuGameBase osu)
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|
@ -0,0 +1,196 @@
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.OpenGL.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.API.Requests.Responses;
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namespace osu.Game.Tests.Visual.Background
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{
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public class TestSceneSeasonalBackgroundLoader : ScreenTestScene
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{
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[Resolved]
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private OsuConfigManager config { get; set; }
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[Resolved]
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private SessionStatics statics { get; set; }
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[Cached(typeof(LargeTextureStore))]
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private LookupLoggingTextureStore textureStore = new LookupLoggingTextureStore();
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private DummyAPIAccess dummyAPI => (DummyAPIAccess)API;
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private SeasonalBackgroundLoader backgroundLoader;
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private Container backgroundContainer;
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// in real usages these would be online URLs, but correct execution of this test
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// shouldn't be coupled to existence of online assets.
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private static readonly List<string> seasonal_background_urls = new List<string>
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{
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"Backgrounds/bg2",
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"Backgrounds/bg4",
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"Backgrounds/bg3"
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};
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[BackgroundDependencyLoader]
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private void load(LargeTextureStore wrappedStore)
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{
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textureStore.AddStore(wrappedStore);
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Add(backgroundContainer = new Container
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{
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RelativeSizeAxes = Axes.Both
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});
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}
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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// reset API response in statics to avoid test crosstalk.
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statics.Set<APISeasonalBackgrounds>(Static.SeasonalBackgrounds, null);
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textureStore.PerformedLookups.Clear();
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dummyAPI.SetState(APIState.Online);
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backgroundContainer.Clear();
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});
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[TestCase(-5)]
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[TestCase(5)]
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public void TestAlwaysSeasonal(int daysOffset)
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{
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registerBackgroundsResponse(DateTimeOffset.Now.AddDays(daysOffset));
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setSeasonalBackgroundMode(SeasonalBackgroundMode.Always);
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createLoader();
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for (int i = 0; i < 4; ++i)
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loadNextBackground();
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AddAssert("all backgrounds cycled", () => new HashSet<string>(textureStore.PerformedLookups).SetEquals(seasonal_background_urls));
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}
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[TestCase(-5)]
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[TestCase(5)]
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public void TestNeverSeasonal(int daysOffset)
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{
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registerBackgroundsResponse(DateTimeOffset.Now.AddDays(daysOffset));
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setSeasonalBackgroundMode(SeasonalBackgroundMode.Never);
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createLoader();
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assertNoBackgrounds();
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}
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[Test]
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public void TestSometimesInSeason()
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{
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registerBackgroundsResponse(DateTimeOffset.Now.AddDays(5));
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setSeasonalBackgroundMode(SeasonalBackgroundMode.Sometimes);
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createLoader();
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assertAnyBackground();
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}
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[Test]
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public void TestSometimesOutOfSeason()
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{
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registerBackgroundsResponse(DateTimeOffset.Now.AddDays(-10));
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setSeasonalBackgroundMode(SeasonalBackgroundMode.Sometimes);
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createLoader();
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assertNoBackgrounds();
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}
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[Test]
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public void TestDelayedConnectivity()
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{
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registerBackgroundsResponse(DateTimeOffset.Now.AddDays(30));
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setSeasonalBackgroundMode(SeasonalBackgroundMode.Always);
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AddStep("go offline", () => dummyAPI.SetState(APIState.Offline));
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createLoader();
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assertNoBackgrounds();
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AddStep("go online", () => dummyAPI.SetState(APIState.Online));
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assertAnyBackground();
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}
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private void registerBackgroundsResponse(DateTimeOffset endDate)
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=> AddStep("setup request handler", () =>
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{
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dummyAPI.HandleRequest = request =>
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{
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if (dummyAPI.State.Value != APIState.Online || !(request is GetSeasonalBackgroundsRequest backgroundsRequest))
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return;
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backgroundsRequest.TriggerSuccess(new APISeasonalBackgrounds
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{
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Backgrounds = seasonal_background_urls.Select(url => new APISeasonalBackground { Url = url }).ToList(),
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EndDate = endDate
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});
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};
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});
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private void setSeasonalBackgroundMode(SeasonalBackgroundMode mode)
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=> AddStep($"set seasonal mode to {mode}", () => config.Set(OsuSetting.SeasonalBackgroundMode, mode));
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private void createLoader()
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=> AddStep("create loader", () =>
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{
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if (backgroundLoader != null)
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Remove(backgroundLoader);
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Add(backgroundLoader = new SeasonalBackgroundLoader());
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});
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private void loadNextBackground()
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{
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SeasonalBackground background = null;
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AddStep("create next background", () =>
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{
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background = backgroundLoader.LoadNextBackground();
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LoadComponentAsync(background, bg => backgroundContainer.Child = bg);
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});
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AddUntilStep("background loaded", () => background.IsLoaded);
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}
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private void assertAnyBackground()
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{
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loadNextBackground();
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AddAssert("background looked up", () => textureStore.PerformedLookups.Any());
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}
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private void assertNoBackgrounds()
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{
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AddAssert("no background available", () => backgroundLoader.LoadNextBackground() == null);
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AddAssert("no lookups performed", () => !textureStore.PerformedLookups.Any());
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}
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private class LookupLoggingTextureStore : LargeTextureStore
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{
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public List<string> PerformedLookups { get; } = new List<string>();
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public override Texture Get(string name, WrapMode wrapModeS, WrapMode wrapModeT)
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{
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PerformedLookups.Add(name);
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return base.Get(name, wrapModeS, wrapModeT);
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}
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}
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}
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}
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@ -131,6 +131,7 @@ namespace osu.Game.Configuration
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Set(OsuSetting.IntroSequence, IntroSequence.Triangles);
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Set(OsuSetting.MenuBackgroundSource, BackgroundSource.Skin);
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Set(OsuSetting.SeasonalBackgroundMode, SeasonalBackgroundMode.Sometimes);
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}
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public OsuConfigManager(Storage storage)
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@ -240,5 +241,6 @@ namespace osu.Game.Configuration
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HitLighting,
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MenuBackgroundSource,
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GameplayDisableWinKey,
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SeasonalBackgroundMode
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}
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}
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|
23
osu.Game/Configuration/SeasonalBackgroundMode.cs
Normal file
23
osu.Game/Configuration/SeasonalBackgroundMode.cs
Normal file
@ -0,0 +1,23 @@
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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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namespace osu.Game.Configuration
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{
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public enum SeasonalBackgroundMode
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{
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/// <summary>
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/// Seasonal backgrounds are shown regardless of season, if at all available.
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/// </summary>
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Always,
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/// <summary>
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/// Seasonal backgrounds are shown only during their corresponding season.
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/// </summary>
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Sometimes,
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/// <summary>
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/// Seasonal backgrounds are never shown.
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/// </summary>
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Never
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}
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}
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@ -1,6 +1,8 @@
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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.Game.Online.API.Requests.Responses;
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namespace osu.Game.Configuration
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{
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/// <summary>
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@ -12,12 +14,19 @@ namespace osu.Game.Configuration
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{
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Set(Static.LoginOverlayDisplayed, false);
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Set(Static.MutedAudioNotificationShownOnce, false);
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Set<APISeasonalBackgrounds>(Static.SeasonalBackgrounds, null);
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}
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}
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public enum Static
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{
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LoginOverlayDisplayed,
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MutedAudioNotificationShownOnce
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MutedAudioNotificationShownOnce,
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/// <summary>
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/// Info about seasonal backgrounds available fetched from API - see <see cref="APISeasonalBackgrounds"/>.
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/// Value under this lookup can be <c>null</c> if there are no backgrounds available (or API is not reachable).
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/// </summary>
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SeasonalBackgrounds,
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}
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}
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|
103
osu.Game/Graphics/Backgrounds/SeasonalBackgroundLoader.cs
Normal file
103
osu.Game/Graphics/Backgrounds/SeasonalBackgroundLoader.cs
Normal file
@ -0,0 +1,103 @@
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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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||||
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.API.Requests.Responses;
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namespace osu.Game.Graphics.Backgrounds
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{
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public class SeasonalBackgroundLoader : Component
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{
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/// <summary>
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||||
/// Fired when background should be changed due to receiving backgrounds from API
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/// or when the user setting is changed (as it might require unloading the seasonal background).
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/// </summary>
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||||
public event Action SeasonalBackgroundChanged;
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||||
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[Resolved]
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||||
private IAPIProvider api { get; set; }
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||||
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||||
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
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||||
private Bindable<SeasonalBackgroundMode> seasonalBackgroundMode;
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||||
private Bindable<APISeasonalBackgrounds> seasonalBackgrounds;
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||||
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||||
private int current;
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|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config, SessionStatics sessionStatics)
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||||
{
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||||
seasonalBackgroundMode = config.GetBindable<SeasonalBackgroundMode>(OsuSetting.SeasonalBackgroundMode);
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seasonalBackgroundMode.BindValueChanged(_ => SeasonalBackgroundChanged?.Invoke());
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||||
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||||
seasonalBackgrounds = sessionStatics.GetBindable<APISeasonalBackgrounds>(Static.SeasonalBackgrounds);
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||||
seasonalBackgrounds.BindValueChanged(_ => SeasonalBackgroundChanged?.Invoke());
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||||
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||||
apiState.BindTo(api.State);
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||||
apiState.BindValueChanged(fetchSeasonalBackgrounds, true);
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||||
}
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||||
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||||
private void fetchSeasonalBackgrounds(ValueChangedEvent<APIState> stateChanged)
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{
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||||
if (seasonalBackgrounds.Value != null || stateChanged.NewValue != APIState.Online)
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||||
return;
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||||
|
||||
var request = new GetSeasonalBackgroundsRequest();
|
||||
request.Success += response =>
|
||||
{
|
||||
seasonalBackgrounds.Value = response;
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||||
current = RNG.Next(0, response.Backgrounds?.Count ?? 0);
|
||||
};
|
||||
|
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api.PerformAsync(request);
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||||
}
|
||||
|
||||
public SeasonalBackground LoadNextBackground()
|
||||
{
|
||||
if (seasonalBackgroundMode.Value == SeasonalBackgroundMode.Never
|
||||
|| (seasonalBackgroundMode.Value == SeasonalBackgroundMode.Sometimes && !isInSeason))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var backgrounds = seasonalBackgrounds.Value?.Backgrounds;
|
||||
if (backgrounds == null || !backgrounds.Any())
|
||||
return null;
|
||||
|
||||
current = (current + 1) % backgrounds.Count;
|
||||
string url = backgrounds[current].Url;
|
||||
|
||||
return new SeasonalBackground(url);
|
||||
}
|
||||
|
||||
private bool isInSeason => seasonalBackgrounds.Value != null && DateTimeOffset.Now < seasonalBackgrounds.Value.EndDate;
|
||||
}
|
||||
|
||||
[LongRunningLoad]
|
||||
public class SeasonalBackground : Background
|
||||
{
|
||||
private readonly string url;
|
||||
private const string fallback_texture_name = @"Backgrounds/bg1";
|
||||
|
||||
public SeasonalBackground(string url)
|
||||
{
|
||||
this.url = url;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(LargeTextureStore textures)
|
||||
{
|
||||
Sprite.Texture = textures.Get(url) ?? textures.Get(fallback_texture_name);
|
||||
// ensure we're not loading in without a transition.
|
||||
this.FadeInFromZero(200, Easing.InOutSine);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Game.Online.API.Requests.Responses;
|
||||
|
||||
namespace osu.Game.Online.API.Requests
|
||||
{
|
||||
public class GetSeasonalBackgroundsRequest : APIRequest<APISeasonalBackgrounds>
|
||||
{
|
||||
protected override string Target => @"seasonal-backgrounds";
|
||||
}
|
||||
}
|
@ -0,0 +1,24 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace osu.Game.Online.API.Requests.Responses
|
||||
{
|
||||
public class APISeasonalBackgrounds
|
||||
{
|
||||
[JsonProperty("ends_at")]
|
||||
public DateTimeOffset EndDate;
|
||||
|
||||
[JsonProperty("backgrounds")]
|
||||
public List<APISeasonalBackground> Backgrounds { get; set; }
|
||||
}
|
||||
|
||||
public class APISeasonalBackground
|
||||
{
|
||||
[JsonProperty("url")]
|
||||
public string Url { get; set; }
|
||||
}
|
||||
}
|
@ -39,6 +39,12 @@ namespace osu.Game.Overlays.Settings.Sections.Audio
|
||||
LabelText = "Background source",
|
||||
Current = config.GetBindable<BackgroundSource>(OsuSetting.MenuBackgroundSource),
|
||||
Items = Enum.GetValues(typeof(BackgroundSource)).Cast<BackgroundSource>()
|
||||
},
|
||||
new SettingsDropdown<SeasonalBackgroundMode>
|
||||
{
|
||||
LabelText = "Seasonal backgrounds",
|
||||
Current = config.GetBindable<SeasonalBackgroundMode>(OsuSetting.SeasonalBackgroundMode),
|
||||
Items = Enum.GetValues(typeof(SeasonalBackgroundMode)).Cast<SeasonalBackgroundMode>()
|
||||
}
|
||||
};
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Threading;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
@ -25,6 +26,7 @@ namespace osu.Game.Screens.Backgrounds
|
||||
private Bindable<Skin> skin;
|
||||
private Bindable<BackgroundSource> mode;
|
||||
private Bindable<IntroSequence> introSequence;
|
||||
private readonly SeasonalBackgroundLoader seasonalBackgroundLoader = new SeasonalBackgroundLoader();
|
||||
|
||||
[Resolved]
|
||||
private IBindable<WorkingBeatmap> beatmap { get; set; }
|
||||
@ -42,15 +44,18 @@ namespace osu.Game.Screens.Backgrounds
|
||||
mode = config.GetBindable<BackgroundSource>(OsuSetting.MenuBackgroundSource);
|
||||
introSequence = config.GetBindable<IntroSequence>(OsuSetting.IntroSequence);
|
||||
|
||||
AddInternal(seasonalBackgroundLoader);
|
||||
|
||||
user.ValueChanged += _ => Next();
|
||||
skin.ValueChanged += _ => Next();
|
||||
mode.ValueChanged += _ => Next();
|
||||
beatmap.ValueChanged += _ => Next();
|
||||
introSequence.ValueChanged += _ => Next();
|
||||
seasonalBackgroundLoader.SeasonalBackgroundChanged += Next;
|
||||
|
||||
currentDisplay = RNG.Next(0, background_count);
|
||||
|
||||
display(createBackground());
|
||||
Next();
|
||||
}
|
||||
|
||||
private void display(Background newBackground)
|
||||
@ -63,11 +68,14 @@ namespace osu.Game.Screens.Backgrounds
|
||||
}
|
||||
|
||||
private ScheduledDelegate nextTask;
|
||||
private CancellationTokenSource cancellationTokenSource;
|
||||
|
||||
public void Next()
|
||||
{
|
||||
nextTask?.Cancel();
|
||||
nextTask = Scheduler.AddDelayed(() => { LoadComponentAsync(createBackground(), display); }, 100);
|
||||
cancellationTokenSource?.Cancel();
|
||||
cancellationTokenSource = new CancellationTokenSource();
|
||||
nextTask = Scheduler.AddDelayed(() => LoadComponentAsync(createBackground(), display, cancellationTokenSource.Token), 100);
|
||||
}
|
||||
|
||||
private Background createBackground()
|
||||
@ -75,6 +83,14 @@ namespace osu.Game.Screens.Backgrounds
|
||||
Background newBackground;
|
||||
string backgroundName;
|
||||
|
||||
var seasonalBackground = seasonalBackgroundLoader.LoadNextBackground();
|
||||
|
||||
if (seasonalBackground != null)
|
||||
{
|
||||
seasonalBackground.Depth = currentDisplay;
|
||||
return seasonalBackground;
|
||||
}
|
||||
|
||||
switch (introSequence.Value)
|
||||
{
|
||||
case IntroSequence.Welcome:
|
||||
|
@ -210,10 +210,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
}
|
||||
|
||||
if (DragBox.State == Visibility.Visible)
|
||||
{
|
||||
DragBox.Hide();
|
||||
SelectionHandler.UpdateVisibility();
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
||||
@ -352,11 +349,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
/// <summary>
|
||||
/// Selects all <see cref="SelectionBlueprint"/>s.
|
||||
/// </summary>
|
||||
private void selectAll()
|
||||
{
|
||||
SelectionBlueprints.ToList().ForEach(m => m.Select());
|
||||
SelectionHandler.UpdateVisibility();
|
||||
}
|
||||
private void selectAll() => SelectionBlueprints.ToList().ForEach(m => m.Select());
|
||||
|
||||
/// <summary>
|
||||
/// Deselects all selected <see cref="SelectionBlueprint"/>s.
|
||||
|
@ -201,8 +201,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
|
||||
if (!EditorBeatmap.SelectedHitObjects.Contains(blueprint.HitObject))
|
||||
EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
|
||||
|
||||
UpdateVisibility();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -214,8 +212,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
selectedBlueprints.Remove(blueprint);
|
||||
|
||||
EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
|
||||
|
||||
UpdateVisibility();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -254,23 +250,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
/// <summary>
|
||||
/// Updates whether this <see cref="SelectionHandler"/> is visible.
|
||||
/// </summary>
|
||||
internal void UpdateVisibility()
|
||||
private void updateVisibility()
|
||||
{
|
||||
int count = selectedBlueprints.Count;
|
||||
|
||||
selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
Show();
|
||||
OnSelectionChanged();
|
||||
}
|
||||
else
|
||||
Hide();
|
||||
this.FadeTo(count > 0 ? 1 : 0);
|
||||
OnSelectionChanged();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triggered whenever more than one object is selected, on each change.
|
||||
/// Triggered whenever the set of selected objects changes.
|
||||
/// Should update the selection box's state to match supported operations.
|
||||
/// </summary>
|
||||
protected virtual void OnSelectionChanged()
|
||||
@ -421,7 +412,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
// bring in updates from selection changes
|
||||
EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
|
||||
EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => UpdateTernaryStates();
|
||||
EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
|
||||
{
|
||||
Scheduler.AddOnce(updateVisibility);
|
||||
UpdateTernaryStates();
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Loading…
Reference in New Issue
Block a user