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https://github.com/ppy/osu
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@ -2,10 +2,12 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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.MathUtils;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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@ -28,9 +30,7 @@ namespace osu.Game.Overlays.Settings.Sections
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private static readonly SkinInfo random_skin_info = new RandomSkinInfo();
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private SkinManager skins;
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private SkinInfo[] usableSkins;
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private readonly Random random = new Random();
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private List<SkinInfo> usableSkins;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, SkinManager skins)
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@ -65,10 +65,10 @@ namespace osu.Game.Overlays.Settings.Sections
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config.BindWith(OsuSetting.Skin, configBindable);
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usableSkins = skins.GetAllUsableSkins().ToArray();
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usableSkins = skins.GetAllUsableSkins();
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skinDropdown.Bindable = dropdownBindable;
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skinDropdown.Items = usableSkins.Length > 1 ? usableSkins.Concat(new[] { random_skin_info }) : usableSkins;
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resetSkinButtons();
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// Todo: This should not be necessary when OsuConfigManager is databased
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if (skinDropdown.Items.All(s => s.ID != configBindable.Value))
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@ -86,15 +86,29 @@ namespace osu.Game.Overlays.Settings.Sections
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private void randomizeSkin()
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{
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int n = usableSkins.Length;
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int n = usableSkins.Count();
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if (n > 1)
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configBindable.Value = (configBindable.Value + random.Next(n - 1) + 1) % n; // make sure it's always a different one
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configBindable.Value = (configBindable.Value + RNG.Next(n - 1) + 1) % n; // make sure it's always a different one
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else
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configBindable.Value = 0;
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}
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private void itemRemoved(SkinInfo s) => Schedule(() => skinDropdown.Items = skinDropdown.Items.Where(i => i.ID != s.ID).ToArray());
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private void itemAdded(SkinInfo s) => Schedule(() => skinDropdown.Items = skinDropdown.Items.Append(s).ToArray());
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private void itemRemoved(SkinInfo s) => Schedule(() =>
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{
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usableSkins.RemoveAll(i => i.ID == s.ID);
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resetSkinButtons();
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});
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private void itemAdded(SkinInfo s) => Schedule(() =>
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{
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usableSkins.Add(s);
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resetSkinButtons();
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});
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private void resetSkinButtons()
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{
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skinDropdown.Items = usableSkins.Count() > 1 ? usableSkins.Concat(new[] { random_skin_info }) : usableSkins;
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}
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protected override void Dispose(bool isDisposing)
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{
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@ -31,7 +31,7 @@ namespace osu.Game.Skinning
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/// <summary>
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/// Returns a list of all usable <see cref="SkinInfo"/>s. Includes the special default skin plus all skins from <see cref="GetAllUserSkins"/>.
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/// </summary>
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/// <returns>A list of available <see cref="SkinInfo"/>.</returns>
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/// <returns>A newly allocated list of available <see cref="SkinInfo"/>.</returns>
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public List<SkinInfo> GetAllUsableSkins()
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{
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var userSkins = GetAllUserSkins();
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@ -42,7 +42,7 @@ namespace osu.Game.Skinning
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/// <summary>
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/// Returns a list of all usable <see cref="SkinInfo"/>s that have been loaded by the user.
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/// </summary>
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/// <returns>A list of available <see cref="SkinInfo"/>.</returns>
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/// <returns>A newly allocated list of available <see cref="SkinInfo"/>.</returns>
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public List<SkinInfo> GetAllUserSkins() => ModelStore.ConsumableItems.Where(s => !s.DeletePending).ToList();
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protected override SkinInfo CreateModel(ArchiveReader archive) => new SkinInfo
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