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Use new property to specify no tooltip, rather than passing only ruleset

This commit is contained in:
Dean Herbert 2022-06-24 13:59:17 +09:00
parent 129c907092
commit d9c1a9d71f
2 changed files with 4 additions and 3 deletions

View File

@ -55,7 +55,7 @@ namespace osu.Game.Beatmaps.Drawables
private IRulesetStore rulesets { get; set; } = null!; private IRulesetStore rulesets { get; set; } = null!;
/// <summary> /// <summary>
/// Creates a new <see cref="DifficultyIcon"/> with a tooltip. Will use provided beatmap's <see cref="BeatmapInfo.StarRating"/> for initial value. /// Creates a new <see cref="DifficultyIcon"/>. Will use provided beatmap's <see cref="BeatmapInfo.StarRating"/> for initial value.
/// </summary> /// </summary>
/// <param name="beatmap">The beatmap to be displayed in the tooltip, and to be used for the initial star rating value.</param> /// <param name="beatmap">The beatmap to be displayed in the tooltip, and to be used for the initial star rating value.</param>
/// <param name="ruleset">An optional ruleset to be used for the icon display, in place of the beatmap's ruleset.</param> /// <param name="ruleset">An optional ruleset to be used for the icon display, in place of the beatmap's ruleset.</param>
@ -67,7 +67,7 @@ namespace osu.Game.Beatmaps.Drawables
} }
/// <summary> /// <summary>
/// Creates a new <see cref="DifficultyIcon"/> with no tooltip. /// Creates a new <see cref="DifficultyIcon"/> without an associated beatmap.
/// </summary> /// </summary>
/// <param name="ruleset">The ruleset to be used for the icon display.</param> /// <param name="ruleset">The ruleset to be used for the icon display.</param>
public DifficultyIcon(IRulesetInfo ruleset) public DifficultyIcon(IRulesetInfo ruleset)

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@ -274,8 +274,9 @@ namespace osu.Game.Overlays.BeatmapSet
Alpha = 0.5f Alpha = 0.5f
} }
}, },
icon = new DifficultyIcon(beatmapInfo.Ruleset) icon = new DifficultyIcon(beatmapInfo)
{ {
ShowTooltip = false,
Current = { Value = new StarDifficulty(beatmapInfo.StarRating, 0) }, Current = { Value = new StarDifficulty(beatmapInfo.StarRating, 0) },
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,