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https://github.com/ppy/osu
synced 2025-01-20 21:10:49 +00:00
Update settings in line with framework changes
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e849e68e99
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@ -27,11 +27,6 @@ namespace osu.Game.Overlays.Settings.Sections.Debug
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Bindable = frameworkConfig.GetBindable<bool>(FrameworkSetting.PerformanceLogging)
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},
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new SettingsCheckbox
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{
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LabelText = "Bypass caching (slow)",
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Bindable = config.GetBindable<bool>(DebugSetting.BypassCaching)
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},
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new SettingsCheckbox
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{
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LabelText = "Bypass front-to-back render pass",
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Bindable = config.GetBindable<bool>(DebugSetting.BypassFrontToBackPass)
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@ -1,26 +1,26 @@
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// 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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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Platform;
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namespace osu.Game.Overlays.Settings.Sections.Debug
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{
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public class GCSettings : SettingsSubsection
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public class MemorySettings : SettingsSubsection
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{
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protected override string Header => "Garbage Collector";
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protected override string Header => "Memory";
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[BackgroundDependencyLoader]
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private void load(FrameworkDebugConfigManager config)
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private void load(FrameworkDebugConfigManager config, GameHost host)
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{
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Children = new Drawable[]
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{
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new SettingsButton
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{
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Text = "Force garbage collection",
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Action = GC.Collect
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Text = "Clear all caches",
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Action = host.Collect
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},
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};
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}
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@ -17,7 +17,7 @@ namespace osu.Game.Overlays.Settings.Sections
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Children = new Drawable[]
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{
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new GeneralSettings(),
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new GCSettings(),
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new MemorySettings(),
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};
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}
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}
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@ -141,6 +141,7 @@ namespace osu.Game.Screens.Select
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private readonly RulesetInfo ruleset;
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public BufferedWedgeInfo(WorkingBeatmap beatmap, RulesetInfo userRuleset)
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: base(pixelSnapping: true)
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{
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this.beatmap = beatmap;
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ruleset = userRuleset ?? beatmap.BeatmapInfo.Ruleset;
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@ -152,7 +153,6 @@ namespace osu.Game.Screens.Select
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var beatmapInfo = beatmap.BeatmapInfo;
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var metadata = beatmapInfo.Metadata ?? beatmap.BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
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PixelSnapping = true;
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CacheDrawnFrameBuffer = true;
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RelativeSizeAxes = Axes.Both;
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