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Add VisibilitySection
and its bindables in IssueList
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parent
01b8794757
commit
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@ -34,12 +34,22 @@ namespace osu.Game.Screens.Edit.Verify
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[Resolved]
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private Bindable<Issue> selectedIssue { get; set; }
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public Dictionary<IssueType, Bindable<bool>> ShowType { get; set; }
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private IBeatmapVerifier rulesetVerifier;
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private BeatmapVerifier generalVerifier;
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[BackgroundDependencyLoader]
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private void load(OverlayColourProvider colours)
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{
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// Reflects the user interface. Only types in this dictionary have configurable visibility.
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ShowType = new Dictionary<IssueType, Bindable<bool>>
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{
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{ IssueType.Warning, new Bindable<bool>(true) },
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{ IssueType.Error, new Bindable<bool>(true) },
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{ IssueType.Negligible, new Bindable<bool>(false) }
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};
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generalVerifier = new BeatmapVerifier();
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rulesetVerifier = beatmap.BeatmapInfo.Ruleset?.CreateInstance()?.CreateBeatmapVerifier();
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@ -17,6 +17,7 @@ namespace osu.Game.Screens.Edit.Verify
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protected override IReadOnlyList<Drawable> CreateSections() => new Drawable[]
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{
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new VisibilitySection(issueList)
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};
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}
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}
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38
osu.Game/Screens/Edit/Verify/VisibilitySection.cs
Normal file
38
osu.Game/Screens/Edit/Verify/VisibilitySection.cs
Normal file
@ -0,0 +1,38 @@
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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.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Edit.Checks.Components;
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namespace osu.Game.Screens.Edit.Verify
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{
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internal class VisibilitySection : Section
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{
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public VisibilitySection(IssueList issueList)
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: base(issueList)
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{
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}
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protected override string Header => "Visibility";
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[BackgroundDependencyLoader]
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private void load(OverlayColourProvider colours)
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{
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foreach (IssueType issueType in IssueList.ShowType.Keys)
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{
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var checkbox = new SettingsCheckbox
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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LabelText = issueType.ToString()
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};
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checkbox.Current.BindTo(IssueList.ShowType[issueType]);
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Flow.Add(checkbox);
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}
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}
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}
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}
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