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Merge pull request #23572 from bdach/avoid-display-settings-feedback
Work around issues with bindable/event feedback in layout settings
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commit
0d3c64dc32
@ -193,6 +193,12 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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currentDisplay.BindValueChanged(display => Schedule(() =>
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{
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// there is no easy way to perform an atomic swap on the `resolutions` list, which is bound to the dropdown via `ItemSource`.
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// this means, if the old resolution isn't saved, the `RemoveRange()` call below will cause `resolutionDropdown.Current` to reset value,
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// therefore making it impossible to select any dropdown value other than "Default".
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// to circumvent this locally, store the old value here, so that we can attempt to restore it later.
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var oldResolution = resolutionDropdown.Current.Value;
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resolutions.RemoveRange(1, resolutions.Count - 1);
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if (display.NewValue != null)
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@ -204,6 +210,9 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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.Distinct());
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}
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if (resolutions.Contains(oldResolution))
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resolutionDropdown.Current.Value = oldResolution;
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updateDisplaySettingsVisibility();
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}), true);
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@ -244,7 +253,8 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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{
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Scheduler.AddOnce(d =>
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{
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displayDropdown.Items = d;
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if (!displayDropdown.Items.SequenceEqual(d, DisplayListComparer.DEFAULT))
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displayDropdown.Items = d;
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updateDisplaySettingsVisibility();
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}, displays);
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}
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@ -376,5 +386,43 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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}
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}
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}
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/// <summary>
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/// Contrary to <see cref="Display.Equals(osu.Framework.Platform.Display?)"/>, this comparer disregards the value of <see cref="Display.Bounds"/>.
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/// We want to just show a list of displays, and for the purposes of settings we don't care about their bounds when it comes to the list.
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/// However, <see cref="IWindow.DisplaysChanged"/> fires even if only the resolution of the current display was changed
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/// (because it causes the bounds of all displays to also change).
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/// We're not interested in those changes, so compare only the rest that we actually care about.
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/// This helps to avoid a bindable/event feedback loop, in which a resolution change
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/// would trigger a display "change", which would in turn reset resolution again.
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/// </summary>
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private class DisplayListComparer : IEqualityComparer<Display>
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{
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public static readonly DisplayListComparer DEFAULT = new DisplayListComparer();
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public bool Equals(Display? x, Display? y)
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{
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if (ReferenceEquals(x, y)) return true;
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if (ReferenceEquals(x, null)) return false;
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if (ReferenceEquals(y, null)) return false;
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return x.Index == y.Index
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&& x.Name == y.Name
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&& x.DisplayModes.SequenceEqual(y.DisplayModes);
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}
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public int GetHashCode(Display obj)
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{
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var hashCode = new HashCode();
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hashCode.Add(obj.Index);
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hashCode.Add(obj.Name);
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hashCode.Add(obj.DisplayModes.Length);
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foreach (var displayMode in obj.DisplayModes)
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hashCode.Add(displayMode);
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return hashCode.ToHashCode();
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}
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}
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}
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}
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