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Debounce calls to UpdateTernaryStates

Just something I noticed in passing recently which may help with
reducing performance overhead of some batch operations.
This commit is contained in:
Dean Herbert 2020-11-03 01:08:35 +09:00
parent 3765c8abb9
commit ab308d28d2

View File

@ -419,11 +419,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
};
// bring in updates from selection changes
EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
{
Scheduler.AddOnce(updateVisibility);
UpdateTernaryStates();
Scheduler.AddOnce(UpdateTernaryStates);
};
}