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https://github.com/ppy/osu
synced 2025-01-16 02:51:20 +00:00
Simplify overlay adding logic
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parent
e28ddec8d6
commit
25eb964290
@ -593,14 +593,14 @@ namespace osu.Game
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loadComponentSingleFile(userProfile = new UserProfileOverlay(), overlayContent.Add, true);
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loadComponentSingleFile(userProfile = new UserProfileOverlay(), overlayContent.Add, true);
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loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay(), overlayContent.Add, true);
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loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay(), overlayContent.Add, true);
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var login = loadComponentSingleFile(new LoginOverlay
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loadComponentSingleFile(new LoginOverlay
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{
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{
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GetToolbarHeight = () => ToolbarOffset,
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GetToolbarHeight = () => ToolbarOffset,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Origin = Anchor.TopRight,
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}, rightFloatingOverlayContent.Add, true);
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}, rightFloatingOverlayContent.Add, true);
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var nowPlaying = loadComponentSingleFile(new NowPlayingOverlay
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loadComponentSingleFile(new NowPlayingOverlay
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{
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{
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GetToolbarHeight = () => ToolbarOffset,
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GetToolbarHeight = () => ToolbarOffset,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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@ -615,10 +615,10 @@ namespace osu.Game
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Add(externalLinkOpener = new ExternalLinkOpener());
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Add(externalLinkOpener = new ExternalLinkOpener());
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// side overlays which cancel each other.
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var singleDisplaySideOverlays = new OverlayContainer[] { Settings, notifications };
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var singleDisplaySideOverlays = new OverlayContainer[] { Settings, notifications };
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overlays.AddRange(singleDisplaySideOverlays);
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foreach (var overlay in singleDisplaySideOverlays)
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foreach (var overlay in new OverlayContainer[] { Settings, notifications })
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{
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{
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overlay.State.ValueChanged += state =>
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overlay.State.ValueChanged += state =>
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{
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{
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@ -630,7 +630,6 @@ namespace osu.Game
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// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
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// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
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var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
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var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
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overlays.AddRange(informationalOverlays);
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foreach (var overlay in informationalOverlays)
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foreach (var overlay in informationalOverlays)
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{
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{
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@ -644,7 +643,6 @@ namespace osu.Game
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// ensure only one of these overlays are open at once.
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// ensure only one of these overlays are open at once.
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var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct, changelogOverlay };
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var singleDisplayOverlays = new OverlayContainer[] { chatOverlay, social, direct, changelogOverlay };
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overlays.AddRange(singleDisplayOverlays);
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foreach (var overlay in singleDisplayOverlays)
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foreach (var overlay in singleDisplayOverlays)
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{
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{
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@ -659,8 +657,6 @@ namespace osu.Game
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};
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};
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}
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}
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overlays.AddRange(new OverlayContainer[] { login, nowPlaying });
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OverlayActivationMode.ValueChanged += mode =>
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OverlayActivationMode.ValueChanged += mode =>
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{
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{
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if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
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if (mode.NewValue != OverlayActivation.All) CloseAllOverlays();
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@ -747,6 +743,9 @@ namespace osu.Game
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if (cache)
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if (cache)
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dependencies.Cache(d);
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dependencies.Cache(d);
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if (d is OverlayContainer overlay)
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overlays.Add(overlay);
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// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
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// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
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// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
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// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
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// we could avoid the need for scheduling altogether.
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// we could avoid the need for scheduling altogether.
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