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mirror of https://github.com/ppy/osu.git synced 2026-05-23 02:39:52 +08:00

Code quality fixes

This commit is contained in:
Dean Herbert
2025-05-15 17:03:16 +09:00
committed by Salman Alshamrani
Unverified
parent da163c1751
commit bb8d3bcf66
2 changed files with 10 additions and 23 deletions
+10 -7
View File
@@ -356,13 +356,11 @@ namespace osu.Game.Graphics.Carousel
{
switch (e.Key)
{
// this is a special hard-coded case to allow activating item with modifier keys pressed
// (e.g. press Ctrl+Enter to start beatmap with autoplay mod selected).
// We can't rely on GlobalAction.Select as it only responds to pressing the key without any modifiers.
// this is a special hard-coded case; we can't rely on OnPressed as GlobalActionContainer is
// matching with exact modifier consideration (so Ctrl+Enter would be ignored).
case Key.Enter:
case Key.KeypadEnter:
if (currentKeyboardSelection.CarouselItem != null)
Activate(currentKeyboardSelection.CarouselItem);
activateSelection();
return true;
}
@@ -374,8 +372,7 @@ namespace osu.Game.Graphics.Carousel
switch (e.Action)
{
case GlobalAction.Select:
if (currentKeyboardSelection.CarouselItem != null)
Activate(currentKeyboardSelection.CarouselItem);
activateSelection();
return true;
case GlobalAction.SelectNext:
@@ -402,6 +399,12 @@ namespace osu.Game.Graphics.Carousel
{
}
private void activateSelection()
{
if (currentKeyboardSelection.CarouselItem != null)
Activate(currentKeyboardSelection.CarouselItem);
}
private void traverseKeyboardSelection(int direction)
{
if (carouselItems == null || carouselItems.Count == 0) return;
@@ -6,12 +6,10 @@ using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Localisation;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Play;
using osu.Game.Utils;
@@ -19,20 +17,6 @@ namespace osu.Game.Screens.SelectV2
{
public partial class SoloSongSelect : SongSelect
{
[Resolved]
private BeatmapManager beatmaps { get; set; } = null!;
/// <summary>
/// Opens beatmap editor with the given beatmap.
/// </summary>
public void Edit(BeatmapInfo beatmap)
{
// Forced refetch is important here to guarantee correct invalidation across all difficulties.
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, true);
this.Push(new EditorLoader());
}
private PlayerLoader? playerLoader;
private IReadOnlyList<Mod>? modsAtGameplayStart;