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Hook up more bindables for hitobjects/hitsounds

This commit is contained in:
smoogipoo 2017-10-12 17:51:01 +09:00
parent db672becbc
commit 5ccfc1918e
2 changed files with 8 additions and 2 deletions

View File

@ -23,6 +23,8 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
Masking = true; Masking = true;
CornerRadius = 5; CornerRadius = 5;
OsuCheckbox hitObjectsCheckbox;
OsuCheckbox hitSoundsCheckbox;
OsuCheckbox waveformCheckbox; OsuCheckbox waveformCheckbox;
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
{ {
@ -59,8 +61,8 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
Spacing = new Vector2(0, 4), Spacing = new Vector2(0, 4),
Children = new[] Children = new[]
{ {
new OsuCheckbox { LabelText = "Hitobjects" }, hitObjectsCheckbox = new OsuCheckbox { LabelText = "Hitobjects" },
new OsuCheckbox { LabelText = "Hitsounds" }, hitSoundsCheckbox = new OsuCheckbox { LabelText = "Hitsounds" },
waveformCheckbox = new OsuCheckbox { LabelText = "Waveform" } waveformCheckbox = new OsuCheckbox { LabelText = "Waveform" }
} }
} }
@ -107,6 +109,8 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
} }
}; };
hitObjectsCheckbox.Current.Value = true;
hitSoundsCheckbox.Current.Value = true;
waveformCheckbox.Current.Value = true; waveformCheckbox.Current.Value = true;
timelineContainer.Beatmap.BindTo(Beatmap); timelineContainer.Beatmap.BindTo(Beatmap);

View File

@ -14,6 +14,8 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Timeline
{ {
internal class ScrollingTimelineContainer : ScrollContainer internal class ScrollingTimelineContainer : ScrollContainer
{ {
public readonly Bindable<bool> HitObjectsVisible = new Bindable<bool>();
public readonly Bindable<bool> HitSoundsVisible = new Bindable<bool>();
public readonly Bindable<bool> WaveformVisible = new Bindable<bool>(); public readonly Bindable<bool> WaveformVisible = new Bindable<bool>();
public readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>(); public readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();