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Apply nullability to MusicController
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@ -1,12 +1,9 @@
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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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#nullable disable
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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 JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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@ -28,7 +25,7 @@ namespace osu.Game.Overlays
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public partial class MusicController : CompositeDrawable
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{
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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private BeatmapManager beatmaps { get; set; } = null!;
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/// <summary>
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/// Point in time after which the current track will be restarted on triggering a "previous track" action.
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@ -49,25 +46,28 @@ namespace osu.Game.Overlays
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/// Fired when the global <see cref="WorkingBeatmap"/> has changed.
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/// Includes direction information for display purposes.
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/// </summary>
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public event Action<WorkingBeatmap, TrackChangeDirection> TrackChanged;
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public event Action<WorkingBeatmap, TrackChangeDirection>? TrackChanged;
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; }
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private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
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[NotNull]
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public DrawableTrack CurrentTrack { get; private set; } = new DrawableTrack(new TrackVirtual(1000));
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[Resolved]
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private RealmAccess realm { get; set; }
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private RealmAccess realm { get; set; } = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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beatmap.BindValueChanged(b => changeBeatmap(b.NewValue), true);
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beatmap.BindValueChanged(b =>
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{
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if (b.NewValue != null)
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changeBeatmap(b.NewValue);
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}, true);
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mods.BindValueChanged(_ => ResetTrackAdjustments(), true);
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}
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@ -76,6 +76,9 @@ namespace osu.Game.Overlays
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/// </summary>
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public void ReloadCurrentTrack()
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{
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if (current == null)
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return;
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changeTrack();
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TrackChanged?.Invoke(current, TrackChangeDirection.None);
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}
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@ -90,7 +93,7 @@ namespace osu.Game.Overlays
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/// </summary>
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public bool TrackLoaded => CurrentTrack.TrackLoaded;
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private ScheduledDelegate seekDelegate;
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private ScheduledDelegate? seekDelegate;
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public void SeekTo(double position)
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{
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@ -192,7 +195,7 @@ namespace osu.Game.Overlays
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
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public void PreviousTrack(Action<PreviousTrackResult> onSuccess = null) => Schedule(() =>
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public void PreviousTrack(Action<PreviousTrackResult>? onSuccess = null) => Schedule(() =>
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{
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PreviousTrackResult res = prev();
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if (res != PreviousTrackResult.None)
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@ -218,7 +221,7 @@ namespace osu.Game.Overlays
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queuedDirection = TrackChangeDirection.Prev;
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var playableSet = getBeatmapSets().AsEnumerable().TakeWhile(i => !i.Equals(current.BeatmapSetInfo)).LastOrDefault()
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var playableSet = getBeatmapSets().AsEnumerable().TakeWhile(i => !i.Equals(current?.BeatmapSetInfo)).LastOrDefault()
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?? getBeatmapSets().LastOrDefault();
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if (playableSet != null)
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@ -236,7 +239,7 @@ namespace osu.Game.Overlays
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/// </summary>
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/// <param name="onSuccess">Invoked when the operation has been performed successfully.</param>
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/// <returns>A <see cref="ScheduledDelegate"/> of the operation.</returns>
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public void NextTrack(Action onSuccess = null) => Schedule(() =>
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public void NextTrack(Action? onSuccess = null) => Schedule(() =>
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{
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bool res = next();
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if (res)
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@ -250,7 +253,7 @@ namespace osu.Game.Overlays
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queuedDirection = TrackChangeDirection.Next;
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var playableSet = getBeatmapSets().AsEnumerable().SkipWhile(i => !i.Equals(current.BeatmapSetInfo)).ElementAtOrDefault(1)
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var playableSet = getBeatmapSets().AsEnumerable().SkipWhile(i => !i.Equals(current?.BeatmapSetInfo)).ElementAtOrDefault(1)
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?? getBeatmapSets().FirstOrDefault();
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var playableBeatmap = playableSet?.Beatmaps.FirstOrDefault();
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@ -272,7 +275,7 @@ namespace osu.Game.Overlays
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Schedule(() => CurrentTrack.RestartAsync());
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}
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private WorkingBeatmap current;
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private WorkingBeatmap? current;
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private TrackChangeDirection? queuedDirection;
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@ -289,7 +292,7 @@ namespace osu.Game.Overlays
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TrackChangeDirection direction = TrackChangeDirection.None;
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bool audioEquals = newWorking?.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) == true;
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bool audioEquals = newWorking.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) == true;
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if (current != null)
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{
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@ -304,7 +307,7 @@ namespace osu.Game.Overlays
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{
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// figure out the best direction based on order in playlist.
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int last = getBeatmapSets().AsEnumerable().TakeWhile(b => !b.Equals(current.BeatmapSetInfo)).Count();
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int next = newWorking == null ? -1 : getBeatmapSets().AsEnumerable().TakeWhile(b => !b.Equals(newWorking.BeatmapSetInfo)).Count();
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int next = getBeatmapSets().AsEnumerable().TakeWhile(b => !b.Equals(newWorking.BeatmapSetInfo)).Count();
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direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
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}
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@ -361,7 +364,7 @@ namespace osu.Game.Overlays
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{
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// Important to keep this in its own method to avoid inadvertently capturing unnecessary variables in the callback.
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// Can lead to leaks.
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var queuedTrack = new DrawableTrack(current.LoadTrack());
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var queuedTrack = new DrawableTrack(current!.LoadTrack());
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queuedTrack.Completed += onTrackCompleted;
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return queuedTrack;
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}
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@ -390,7 +393,7 @@ namespace osu.Game.Overlays
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}
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}
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private AudioAdjustments modTrackAdjustments;
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private AudioAdjustments? modTrackAdjustments;
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/// <summary>
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/// Resets the adjustments currently applied on <see cref="CurrentTrack"/> and applies the mod adjustments if <see cref="ApplyModTrackAdjustments"/> is <c>true</c>.
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