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18d4ba5874
Most of this is as everywhere else, but there's also interesting code inspection fixes from the InspectCode bump, so I'll talk about that a little. ## [Fix suspicious equality in `Hotkey`](https://github.com/ppy/osu/commit/948136e49e88a721827d54e51c5759fe9aca811d) Inspection: https://www.jetbrains.com/help/resharper/TypeWithSuspiciousEqualityIsUsedInRecord.Global.html Pretty annoying to fix, nullable array types are a pain. Does look legit though. ## [Fix `StarDifficulty` using inefficient struct equality](https://github.com/ppy/osu/commit/2db775ebb0bb9f18de67677ef84b993465d26545) Inspection: https://www.jetbrains.com/help/resharper/DefaultStructEqualityIsUsed.Global.html This is a dodgy one because there's no real sane way to define equality on `StarDifficulty` now that it has difficulty and performance attributes jammed into it. So I just basically shut the inspection up with a `record` modifier and move on. Unclear where the equality is used precisely. It's from a global inspection. F12 is very unhelpful when trying to track down usages of `Equals()`. We definitely have `Bindable<StarDifficulty>` instances and those do use equality. Maybe more than that. ## [Use `nameof` expressions to reference enum member names](https://github.com/ppy/osu/commit/aa08175c803bc725f3b15a92174dfe6d1b812d91) Inspection: https://www.jetbrains.com/help/resharper/CanSimplifyDictionaryRemovingWithSingleCall.html Pretty quaint. ## [Prefer using concrete values over `default` or `new()`](https://github.com/ppy/osu/commit/b21ee08d7748be10d42268d5c2eb77369026545d) Inspection: https://www.jetbrains.com/help/resharper/PreferConcreteValueOverDefault.html I could see this one going both ways, but I'm kinda sold on this inspection. Explicit is always better. Saves some allocations in the `CancellationToken` cases as well. ## [Explicitly call `.AsEnumerable()` in some realm usages](https://github.com/ppy/osu/commit/c8ce1ecd42b9d8abb8b9e2ab93d471f463e80401) Inspection: https://www.jetbrains.com/help/resharper/PossibleUnintendedQueryableAsEnumerable.html Not fully sold on this one but it's quick and simple so might as well. ## [Simplify dictionary removal with single `.Remove()` call](https://github.com/ppy/osu/commit/5964ceccea900302df726b7a8ecbf6b74eb2e427) Inspection: https://www.jetbrains.com/help/resharper/CanSimplifyDictionaryRemovingWithSingleCall.html Not much to say.
156 lines
6.0 KiB
C#
156 lines
6.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Rulesets.Mods
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{
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public partial class DifficultyAdjustSettingsControl : SettingsItem<float?>
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{
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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/// <summary>
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/// Used to track the display value on the setting slider.
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/// </summary>
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/// <remarks>
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/// When the mod is overriding a default, this will match the value of <see cref="Current"/>.
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/// When there is no override (ie. <see cref="Current"/> is null), this value will match the beatmap provided default via <see cref="updateCurrentFromSlider"/>.
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/// </remarks>
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private readonly BindableNumber<float> sliderDisplayCurrent = new BindableNumber<float>();
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protected sealed override Drawable CreateControl() => new SliderControl(sliderDisplayCurrent, CreateSlider);
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protected virtual RoundedSliderBar<float> CreateSlider(BindableNumber<float> current) => new RoundedSliderBar<float>();
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/// <summary>
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/// Guards against beatmap values displayed on slider bars being transferred to user override.
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/// </summary>
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private bool isInternalChange;
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private DifficultyBindable difficultyBindable;
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public override Bindable<float?> Current
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{
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get => base.Current;
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set
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{
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// Intercept and extract the internal number bindable from DifficultyBindable.
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// This will provide bounds and precision specifications for the slider bar.
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difficultyBindable = (DifficultyBindable)value.GetBoundCopy();
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sliderDisplayCurrent.BindTo(difficultyBindable.CurrentNumber);
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base.Current = difficultyBindable;
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Current.BindValueChanged(_ => updateCurrentFromSlider());
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beatmap.BindValueChanged(_ => updateCurrentFromSlider(), true);
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sliderDisplayCurrent.BindValueChanged(number =>
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{
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// this handles the transfer of the slider value to the main bindable.
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// as such, should be skipped if the slider is being updated via updateFromDifficulty().
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if (!isInternalChange)
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Current.Value = number.NewValue;
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});
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}
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private void updateCurrentFromSlider()
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{
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if (Current.Value != null)
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{
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// a user override has been added or updated.
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sliderDisplayCurrent.Value = Current.Value.Value;
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return;
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}
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var difficulty = beatmap.Value.BeatmapInfo.Difficulty;
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// generally should always be implemented, else the slider will have a zero default.
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if (difficultyBindable.ReadCurrentFromDifficulty == null)
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return;
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isInternalChange = true;
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sliderDisplayCurrent.Value = difficultyBindable.ReadCurrentFromDifficulty(difficulty);
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isInternalChange = false;
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}
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private partial class SliderControl : CompositeDrawable, IHasCurrentValue<float?>
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{
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// This is required as SettingsItem relies heavily on this bindable for internal use.
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// The actual update flow is done via the bindable provided in the constructor.
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private readonly DifficultyBindableWithCurrent current = new DifficultyBindableWithCurrent();
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public Bindable<float?> Current
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{
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get => current.Current;
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set => current.Current = value;
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}
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public SliderControl(BindableNumber<float> currentNumber, Func<BindableNumber<float>, RoundedSliderBar<float>> createSlider)
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{
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InternalChildren = new Drawable[]
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{
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createSlider(currentNumber).With(slider =>
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{
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slider.RelativeSizeAxes = Axes.X;
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slider.Current = currentNumber;
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slider.KeyboardStep = 0.1f;
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// this looks redundant, but isn't because of the various games this component plays
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// (`Current` is nullable and represents the underlying setting value,
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// `currentNumber` is not nullable and represents what is getting displayed,
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// therefore without this, double-clicking the slider would reset `currentNumber` to its bogus default of 0).
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slider.ResetToDefault = () =>
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{
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if (!Current.Disabled)
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Current.SetDefault();
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};
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})
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};
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AutoSizeAxes = Axes.Y;
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RelativeSizeAxes = Axes.X;
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}
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}
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private class DifficultyBindableWithCurrent : DifficultyBindable, IHasCurrentValue<float?>
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{
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private Bindable<float?> currentBound;
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public Bindable<float?> Current
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{
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get => this;
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set
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{
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ArgumentNullException.ThrowIfNull(value);
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if (currentBound != null) UnbindFrom(currentBound);
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BindTo(currentBound = value);
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}
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}
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public DifficultyBindableWithCurrent(float? defaultValue = null)
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: base(defaultValue)
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{
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}
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protected override Bindable<float?> CreateInstance() => new DifficultyBindableWithCurrent();
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}
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}
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}
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