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Rewrite code for clarity

This also uses the AvailableRulesets list rather than private IDs
This commit is contained in:
Dean Herbert 2018-05-21 14:45:44 +09:00
parent 4055a6fc0c
commit 42519e3723

View File

@ -76,15 +76,13 @@ namespace osu.Game.Overlays.Toolbar
modeButtons.Add(new ToolbarModeButton
{
Ruleset = r,
Action = delegate
{
ruleset.Value = r;
}
Action = delegate { ruleset.Value = r; }
});
}
ruleset.ValueChanged += rulesetChanged;
ruleset.DisabledChanged += disabledChanged;
if (game != null)
ruleset.BindTo(game.Ruleset);
else
@ -94,17 +92,18 @@ namespace osu.Game.Overlays.Toolbar
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
base.OnKeyDown(state, args);
if (!state.Keyboard.ControlPressed || args.Repeat || (int)args.Key < 109 || (int)args.Key > 118) {
return false;
if (state.Keyboard.ControlPressed && !args.Repeat && args.Key >= Key.Number1 && args.Key <= Key.Number9)
{
int requested = args.Key - Key.Number1;
RulesetInfo found = rulesets.AvailableRulesets.Skip(requested).FirstOrDefault();
if (found != null)
ruleset.Value = found;
return true;
}
RulesetInfo targetRuleset = rulesets.GetRuleset(args.Key == Key.Number0 ? 9 : (int)args.Key - 110);
if (targetRuleset == null || targetRuleset == ruleset.Value) {
return false;
}
ruleset.Value = targetRuleset;
return true;
return false;
}
public override bool HandleKeyboardInput => !ruleset.Disabled && base.HandleKeyboardInput;