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Refactor slightly for readability
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@ -56,7 +56,7 @@ namespace osu.Game.Overlays.Music
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var artist = new RomanisableString(metadata.ArtistUnicode, metadata.Artist);
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titlePart = text.AddText(title, sprite => sprite.Font = OsuFont.GetFont(weight: FontWeight.Regular));
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titlePart.DrawablePartsRecreated += _ => updateSelectionState(SelectedSet.Value, instant: true);
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titlePart.DrawablePartsRecreated += _ => updateSelectionState(SelectedSet.Value, applyImmediately: true);
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text.AddText(@" "); // to separate the title from the artist.
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text.AddText(artist, sprite =>
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@ -66,24 +66,25 @@ namespace osu.Game.Overlays.Music
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sprite.Padding = new MarginPadding { Top = 1 };
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});
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SelectedSet.BindValueChanged(set => updateSelectionState(set.NewValue, instant: false));
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updateSelectionState(SelectedSet.Value, instant: true);
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SelectedSet.BindValueChanged(set => updateSelectionState(set.NewValue));
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updateSelectionState(SelectedSet.Value, applyImmediately: true);
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});
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}
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private bool selected;
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private void updateSelectionState(Live<BeatmapSetInfo> selectedSet, bool instant)
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private void updateSelectionState(Live<BeatmapSetInfo> selectedSet, bool applyImmediately = false)
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{
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bool newSelected = selectedSet?.Equals(Model) == true;
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bool wasSelected = selected;
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selected = selectedSet?.Equals(Model) == true;
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if (newSelected == selected && !instant) // instant updates should forcibly set correct state regardless of previous state.
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// Immediate updates should forcibly set correct state regardless of previous state.
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// This ensures that the initial state is correctly applied.
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if (wasSelected == selected && !applyImmediately)
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return;
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selected = newSelected;
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foreach (Drawable s in titlePart.Drawables)
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s.FadeColour(selected ? colours.Yellow : Color4.White, instant ? 0 : FADE_DURATION);
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s.FadeColour(selected ? colours.Yellow : Color4.White, applyImmediately ? 0 : FADE_DURATION);
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}
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protected override Drawable CreateContent() => new DelayedLoadWrapper(text = new OsuTextFlowContainer
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