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Debounce calls to UpdateTernaryStates
Just something I noticed in passing recently which may help with reducing performance overhead of some batch operations.
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@ -419,11 +419,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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};
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};
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// bring in updates from selection changes
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
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EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
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{
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{
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Scheduler.AddOnce(updateVisibility);
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Scheduler.AddOnce(updateVisibility);
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UpdateTernaryStates();
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Scheduler.AddOnce(UpdateTernaryStates);
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};
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};
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}
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}
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