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Use Enum.HasFlag
With .NET core 2.0+ this is as efficient as the ugly code we've been using.
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@ -26,10 +26,10 @@ namespace osu.Game.Graphics.UserInterface
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set
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{
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direction = value;
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base.Direction = (direction & BarDirection.Horizontal) > 0 ? FillDirection.Vertical : FillDirection.Horizontal;
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base.Direction = direction.HasFlag(BarDirection.Horizontal) ? FillDirection.Vertical : FillDirection.Horizontal;
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foreach (var bar in Children)
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{
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bar.Size = (direction & BarDirection.Horizontal) > 0 ? new Vector2(1, 1.0f / Children.Count) : new Vector2(1.0f / Children.Count, 1);
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bar.Size = direction.HasFlag(BarDirection.Horizontal) ? new Vector2(1, 1.0f / Children.Count) : new Vector2(1.0f / Children.Count, 1);
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bar.Direction = direction;
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}
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}
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@ -56,14 +56,14 @@ namespace osu.Game.Graphics.UserInterface
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if (bar.Bar != null)
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{
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bar.Bar.Length = length;
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bar.Bar.Size = (direction & BarDirection.Horizontal) > 0 ? new Vector2(1, size) : new Vector2(size, 1);
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bar.Bar.Size = direction.HasFlag(BarDirection.Horizontal) ? new Vector2(1, size) : new Vector2(size, 1);
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}
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else
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{
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Add(new Bar
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{
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RelativeSizeAxes = Axes.Both,
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Size = (direction & BarDirection.Horizontal) > 0 ? new Vector2(1, size) : new Vector2(size, 1),
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Size = direction.HasFlag(BarDirection.Horizontal) ? new Vector2(1, size) : new Vector2(size, 1),
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Length = length,
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Direction = Direction,
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});
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@ -75,7 +75,7 @@ namespace osu.Game.Graphics.UserInterface
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & Invalidation.DrawSize) > 0)
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if (invalidation.HasFlag(Invalidation.DrawSize))
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pathCached.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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@ -56,15 +56,15 @@ namespace osu.Game.Graphics.UserInterface
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set
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{
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base.Origin = value;
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c1.Origin = c1.Anchor = (value & Anchor.x2) > 0 ? Anchor.TopLeft : Anchor.TopRight;
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c2.Origin = c2.Anchor = (value & Anchor.x2) > 0 ? Anchor.TopRight : Anchor.TopLeft;
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c1.Origin = c1.Anchor = value.HasFlag(Anchor.x2) ? Anchor.TopLeft : Anchor.TopRight;
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c2.Origin = c2.Anchor = value.HasFlag(Anchor.x2) ? Anchor.TopRight : Anchor.TopLeft;
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X = (value & Anchor.x2) > 0 ? SIZE_RETRACTED.X * shear * 0.5f : 0;
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X = value.HasFlag(Anchor.x2) ? SIZE_RETRACTED.X * shear * 0.5f : 0;
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Remove(c1);
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Remove(c2);
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c1.Depth = (value & Anchor.x2) > 0 ? 0 : 1;
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c2.Depth = (value & Anchor.x2) > 0 ? 1 : 0;
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c1.Depth = value.HasFlag(Anchor.x2) ? 0 : 1;
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c2.Depth = value.HasFlag(Anchor.x2) ? 1 : 0;
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Add(c1);
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Add(c2);
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}
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