diff --git a/osu.Game.Tests/Visual/Background/TestSceneSeasonalBackgroundLoader.cs b/osu.Game.Tests/Visual/Background/TestSceneSeasonalBackgroundLoader.cs index 8f5990aeb1..fba0d92d4b 100644 --- a/osu.Game.Tests/Visual/Background/TestSceneSeasonalBackgroundLoader.cs +++ b/osu.Game.Tests/Visual/Background/TestSceneSeasonalBackgroundLoader.cs @@ -149,18 +149,14 @@ namespace osu.Game.Tests.Visual.Background => AddStep($"set seasonal mode to {mode}", () => config.Set(OsuSetting.SeasonalBackgroundMode, mode)); private void createLoader() - { - AddStep("create loader", () => + => AddStep("create loader", () => { if (backgroundLoader != null) Remove(backgroundLoader); - LoadComponentAsync(backgroundLoader = new SeasonalBackgroundLoader(), Add); + Add(backgroundLoader = new SeasonalBackgroundLoader()); }); - AddUntilStep("wait for loaded", () => backgroundLoader.IsLoaded); - } - private void loadNextBackground() { SeasonalBackground background = null; diff --git a/osu.Game/Graphics/Backgrounds/SeasonalBackgroundLoader.cs b/osu.Game/Graphics/Backgrounds/SeasonalBackgroundLoader.cs index 99f3a8a6e8..a48da37804 100644 --- a/osu.Game/Graphics/Backgrounds/SeasonalBackgroundLoader.cs +++ b/osu.Game/Graphics/Backgrounds/SeasonalBackgroundLoader.cs @@ -15,7 +15,6 @@ using osu.Game.Online.API.Requests.Responses; namespace osu.Game.Graphics.Backgrounds { - [LongRunningLoad] public class SeasonalBackgroundLoader : Component { /// diff --git a/osu.Game/Screens/Backgrounds/BackgroundScreenDefault.cs b/osu.Game/Screens/Backgrounds/BackgroundScreenDefault.cs index 3f6210310f..8beb955824 100644 --- a/osu.Game/Screens/Backgrounds/BackgroundScreenDefault.cs +++ b/osu.Game/Screens/Backgrounds/BackgroundScreenDefault.cs @@ -44,6 +44,8 @@ namespace osu.Game.Screens.Backgrounds mode = config.GetBindable(OsuSetting.MenuBackgroundSource); introSequence = config.GetBindable(OsuSetting.IntroSequence); + AddInternal(seasonalBackgroundLoader); + user.ValueChanged += _ => Next(); skin.ValueChanged += _ => Next(); mode.ValueChanged += _ => Next(); @@ -53,7 +55,6 @@ namespace osu.Game.Screens.Backgrounds currentDisplay = RNG.Next(0, background_count); - LoadComponentAsync(seasonalBackgroundLoader); Next(); } diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs index 5ac360d029..fa98358dbe 100644 --- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs @@ -210,10 +210,7 @@ namespace osu.Game.Screens.Edit.Compose.Components } if (DragBox.State == Visibility.Visible) - { DragBox.Hide(); - SelectionHandler.UpdateVisibility(); - } } protected override bool OnKeyDown(KeyDownEvent e) @@ -352,11 +349,7 @@ namespace osu.Game.Screens.Edit.Compose.Components /// /// Selects all s. /// - private void selectAll() - { - SelectionBlueprints.ToList().ForEach(m => m.Select()); - SelectionHandler.UpdateVisibility(); - } + private void selectAll() => SelectionBlueprints.ToList().ForEach(m => m.Select()); /// /// Deselects all selected s. diff --git a/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs b/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs index 92c75eae4f..e346630235 100644 --- a/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs +++ b/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs @@ -201,8 +201,6 @@ namespace osu.Game.Screens.Edit.Compose.Components // there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once. if (!EditorBeatmap.SelectedHitObjects.Contains(blueprint.HitObject)) EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject); - - UpdateVisibility(); } /// @@ -214,8 +212,6 @@ namespace osu.Game.Screens.Edit.Compose.Components selectedBlueprints.Remove(blueprint); EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject); - - UpdateVisibility(); } /// @@ -262,23 +258,18 @@ namespace osu.Game.Screens.Edit.Compose.Components /// /// Updates whether this is visible. /// - internal void UpdateVisibility() + private void updateVisibility() { int count = selectedBlueprints.Count; selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty; - if (count > 0) - { - Show(); - OnSelectionChanged(); - } - else - Hide(); + this.FadeTo(count > 0 ? 1 : 0); + OnSelectionChanged(); } /// - /// Triggered whenever more than one object is selected, on each change. + /// Triggered whenever the set of selected objects changes. /// Should update the selection box's state to match supported operations. /// protected virtual void OnSelectionChanged() @@ -429,7 +420,11 @@ namespace osu.Game.Screens.Edit.Compose.Components // bring in updates from selection changes EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates(); - EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => UpdateTernaryStates(); + EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => + { + Scheduler.AddOnce(updateVisibility); + UpdateTernaryStates(); + }; } ///