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Clean up state change logic

This commit is contained in:
Dean Herbert 2017-11-22 10:55:06 +09:00
parent 63d366ea4b
commit 461c8e8be0

View File

@ -128,32 +128,25 @@ namespace osu.Game.Screens.Edit.Components
protected override bool OnHover(InputState state)
{
if (!Active)
toBold();
updateState();
return true;
}
protected override void OnHoverLost(InputState state)
{
if (!Active)
toNormal();
updateState();
}
private void toBold()
private void updateState()
{
text.FadeOut(fade_duration);
textBold.FadeIn(fade_duration);
text.FadeTo(Active || IsHovered ? 0 : 1, fade_duration);
textBold.FadeTo(Active || IsHovered ? 1 : 0, fade_duration);
}
private void toNormal()
{
text.FadeIn(fade_duration);
textBold.FadeOut(fade_duration);
}
protected override void OnActivated() => updateState();
protected override void OnActivated() => toBold();
protected override void OnDeactivated() => toNormal();
protected override void OnDeactivated() => updateState();
}
}
}