mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 10:07:52 +08:00
Expose update ternary state method and use better state determination function
This commit is contained in:
parent
50290f3cb4
commit
a859fe78ee
@ -366,32 +366,32 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
};
|
||||
|
||||
// bring in updates from selection changes
|
||||
EditorBeatmap.HitObjectUpdated += _ => updateTernaryStates();
|
||||
EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => updateTernaryStates();
|
||||
EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
|
||||
EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => UpdateTernaryStates();
|
||||
}
|
||||
|
||||
private void updateTernaryStates()
|
||||
/// <summary>
|
||||
/// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated).
|
||||
/// </summary>
|
||||
protected virtual void UpdateTernaryStates()
|
||||
{
|
||||
selectionNewComboState.Value = getStateFromBlueprints(selectedBlueprints.Select(b => (IHasComboInformation)b.HitObject).Count(h => h.NewCombo));
|
||||
selectionNewComboState.Value = GetStateFromSelection(SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
|
||||
|
||||
foreach (var (sampleName, bindable) in selectionSampleStates)
|
||||
{
|
||||
bindable.Value = getStateFromBlueprints(SelectedHitObjects.Count(h => h.Samples.Any(s => s.Name == sampleName)));
|
||||
bindable.Value = GetStateFromSelection(SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Given a count of "true" blueprints, retrieve the correct ternary display state.
|
||||
/// Given a selection target and a function of truth, retrieve the correct ternary state for display.
|
||||
/// </summary>
|
||||
private TernaryState getStateFromBlueprints(int count)
|
||||
protected TernaryState GetStateFromSelection<T>(IEnumerable<T> selection, Func<T, bool> func)
|
||||
{
|
||||
if (count == 0)
|
||||
return TernaryState.False;
|
||||
if (selection.Any(func))
|
||||
return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
|
||||
|
||||
if (count < SelectedHitObjects.Count())
|
||||
return TernaryState.Indeterminate;
|
||||
|
||||
return TernaryState.True;
|
||||
return TernaryState.False;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
Loading…
Reference in New Issue
Block a user