1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-13 17:27:48 +08:00

Allow BlueprintContainer to specify toggles

This commit is contained in:
Dean Herbert 2020-09-25 14:09:31 +09:00
parent 3c191cfe25
commit bca774a0d4
2 changed files with 3 additions and 3 deletions

View File

@ -41,10 +41,10 @@ namespace osu.Game.Rulesets.Osu.Edit
private readonly BindableBool distanceSnapToggle = new BindableBool(true) { Description = "Distance Snap" }; private readonly BindableBool distanceSnapToggle = new BindableBool(true) { Description = "Distance Snap" };
protected override IEnumerable<BindableBool> Toggles => new[] protected override IEnumerable<Bindable<bool>> Toggles => base.Toggles.Concat(new[]
{ {
distanceSnapToggle distanceSnapToggle
}; });
private BindableList<HitObject> selectedHitObjects; private BindableList<HitObject> selectedHitObjects;

View File

@ -170,7 +170,7 @@ namespace osu.Game.Rulesets.Edit
/// A collection of toggles which will be displayed to the user. /// A collection of toggles which will be displayed to the user.
/// The display name will be decided by <see cref="Bindable{T}.Description"/>. /// The display name will be decided by <see cref="Bindable{T}.Description"/>.
/// </summary> /// </summary>
protected virtual IEnumerable<BindableBool> Toggles => Enumerable.Empty<BindableBool>(); protected virtual IEnumerable<Bindable<bool>> Toggles => BlueprintContainer.Toggles;
/// <summary> /// <summary>
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic. /// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.