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Avoid bindable/event feedback when changing resolution
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267e63320f
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@ -244,7 +244,8 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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{
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{
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Scheduler.AddOnce(d =>
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Scheduler.AddOnce(d =>
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{
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{
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displayDropdown.Items = d;
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if (!displayDropdown.Items.SequenceEqual(d, DisplayListComparer.DEFAULT))
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displayDropdown.Items = d;
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updateDisplaySettingsVisibility();
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updateDisplaySettingsVisibility();
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}, displays);
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}, displays);
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}
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}
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@ -376,5 +377,43 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// Contrary to <see cref="Display.Equals(osu.Framework.Platform.Display?)"/>, this comparer disregards the value of <see cref="Display.Bounds"/>.
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/// We want to just show a list of displays, and for the purposes of settings we don't care about their bounds when it comes to the list.
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/// However, <see cref="IWindow.DisplaysChanged"/> fires even if only the resolution of the current display was changed
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/// (because it causes the bounds of all displays to also change).
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/// We're not interested in those changes, so compare only the rest that we actually care about.
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/// This helps to avoid a bindable/event feedback loop, in which a resolution change
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/// would trigger a display "change", which would in turn reset resolution again.
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/// </summary>
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private class DisplayListComparer : IEqualityComparer<Display>
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{
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public static readonly DisplayListComparer DEFAULT = new DisplayListComparer();
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public bool Equals(Display? x, Display? y)
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{
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if (ReferenceEquals(x, y)) return true;
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if (ReferenceEquals(x, null)) return false;
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if (ReferenceEquals(y, null)) return false;
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return x.Index == y.Index
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&& x.Name == y.Name
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&& x.DisplayModes.SequenceEqual(y.DisplayModes);
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}
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public int GetHashCode(Display obj)
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{
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var hashCode = new HashCode();
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hashCode.Add(obj.Index);
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hashCode.Add(obj.Name);
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hashCode.Add(obj.DisplayModes.Length);
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foreach (var displayMode in obj.DisplayModes)
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hashCode.Add(displayMode);
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return hashCode.ToHashCode();
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}
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}
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}
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}
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}
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}
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