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53 lines
1.7 KiB
C#
53 lines
1.7 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 JetBrains.Annotations;
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using osu.Framework.Bindables;
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namespace osu.Game.Rulesets.Objects
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{
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/// <summary>
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/// Represents a wrapper containing a lazily-initialised <see cref="Bindable{T}"/>, backed by a temporary field used for <see cref="Value"/> storage until initialisation.
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/// </summary>
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public struct HitObjectProperty<T>
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{
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[CanBeNull]
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private Bindable<T> backingBindable;
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/// <summary>
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/// A temporary field to store the current value to, prior to <see cref="Bindable"/>'s initialisation.
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/// </summary>
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private T backingValue;
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/// <summary>
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/// The underlying <see cref="Bindable{T}"/>, only initialised on first access.
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/// </summary>
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public Bindable<T> Bindable => backingBindable ??= new Bindable<T>(defaultValue) { Value = backingValue };
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/// <summary>
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/// The current value, derived from and delegated to <see cref="Bindable"/> if initialised, or a temporary field otherwise.
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/// </summary>
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public T Value
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{
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get => backingBindable != null ? backingBindable.Value : backingValue;
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set
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{
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if (backingBindable != null)
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backingBindable.Value = value;
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else
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backingValue = value;
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}
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}
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private readonly T defaultValue;
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public HitObjectProperty(T value = default)
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{
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backingValue = defaultValue = value;
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backingBindable = null;
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}
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}
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}
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