mirror of
https://github.com/ppy/osu.git
synced 2025-01-14 20:25:39 +08:00
Make ProgressNotification's status and progress thread-safe
Quite regularly a task will hold a reference to a progress notification and udpate it as progress is made. Therefore these operations should be thread-safe.
This commit is contained in:
parent
120d3fbbec
commit
518e5a2245
@ -25,10 +25,7 @@ namespace osu.Game.Overlays.Notifications
|
||||
public float Progress
|
||||
{
|
||||
get { return progressBar.Progress; }
|
||||
set
|
||||
{
|
||||
progressBar.Progress = value;
|
||||
}
|
||||
set { Schedule(() => progressBar.Progress = value); }
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
@ -44,41 +41,44 @@ namespace osu.Game.Overlays.Notifications
|
||||
get { return state; }
|
||||
set
|
||||
{
|
||||
bool stateChanged = state != value;
|
||||
state = value;
|
||||
|
||||
if (IsLoaded)
|
||||
Schedule(() =>
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case ProgressNotificationState.Queued:
|
||||
Light.Colour = colourQueued;
|
||||
Light.Pulsate = false;
|
||||
progressBar.Active = false;
|
||||
break;
|
||||
case ProgressNotificationState.Active:
|
||||
Light.Colour = colourActive;
|
||||
Light.Pulsate = true;
|
||||
progressBar.Active = true;
|
||||
break;
|
||||
case ProgressNotificationState.Cancelled:
|
||||
Light.Colour = colourCancelled;
|
||||
Light.Pulsate = false;
|
||||
progressBar.Active = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
bool stateChanged = state != value;
|
||||
state = value;
|
||||
|
||||
if (stateChanged)
|
||||
{
|
||||
switch (state)
|
||||
if (IsLoaded)
|
||||
{
|
||||
case ProgressNotificationState.Completed:
|
||||
NotificationContent.MoveToY(-DrawSize.Y / 2, 200, Easing.OutQuint);
|
||||
this.FadeOut(200).Finally(d => Completed());
|
||||
break;
|
||||
switch (state)
|
||||
{
|
||||
case ProgressNotificationState.Queued:
|
||||
Light.Colour = colourQueued;
|
||||
Light.Pulsate = false;
|
||||
progressBar.Active = false;
|
||||
break;
|
||||
case ProgressNotificationState.Active:
|
||||
Light.Colour = colourActive;
|
||||
Light.Pulsate = true;
|
||||
progressBar.Active = true;
|
||||
break;
|
||||
case ProgressNotificationState.Cancelled:
|
||||
Light.Colour = colourCancelled;
|
||||
Light.Pulsate = false;
|
||||
progressBar.Active = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (stateChanged)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case ProgressNotificationState.Completed:
|
||||
NotificationContent.MoveToY(-DrawSize.Y / 2, 200, Easing.OutQuint);
|
||||
this.FadeOut(200).Finally(d => Completed());
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@ -232,4 +232,4 @@ namespace osu.Game.Overlays.Notifications
|
||||
Completed,
|
||||
Cancelled
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user