private void load(IAPIProvider api, INotificationOverlay notifications) { SpriteIcon icon; AddRange(new Drawable[] { icon = new SpriteIcon { Anchor = Anchor.Centre, Origin = Anchor.Centre, Icon = FontAwesome.Regular.Heart, Size = new Vector2(18), Shadow = false, }, loading = new LoadingLayer(true, false), }); Action = () => { // guaranteed by disabled state above. Debug.Assert(BeatmapSet.Value.OnlineID > 0); loading.Show(); request?.Cancel(); request = new PostBeatmapFavouriteRequest(BeatmapSet.Value.OnlineID, favourited.Value ? BeatmapFavouriteAction.UnFavourite : BeatmapFavouriteAction.Favourite); request.Success += () => { favourited.Toggle(); loading.Hide(); }; request.Failure += e => { notifications?.Post(new SimpleNotification { Text = e.Message, Icon = FontAwesome.Solid.Times, }); loading.Hide(); }; api.Queue(request); }; favourited.ValueChanged += favourited => icon.Icon = favourited.NewValue ? FontAwesome.Solid.Heart : FontAwesome.Regular.Heart; localUser.BindTo(api.LocalUser); localUser.BindValueChanged(_ => updateEnabled()); // must be run after setting the Action to ensure correct enabled state (setting an Action forces a button to be enabled). BeatmapSet.BindValueChanged(setInfo => { updateEnabled(); favourited.Value = setInfo.NewValue?.HasFavourited ?? false; }, true); }
private void load(OsuConfigManager config, INotificationOverlay notificationOverlay) { if (drawableRuleset != null) { BindDrawableRuleset(drawableRuleset); } ModDisplay.Current.Value = mods; configVisibilityMode = config.GetBindable <HUDVisibilityMode>(OsuSetting.HUDVisibilityMode); if (configVisibilityMode.Value == HUDVisibilityMode.Never && !hasShownNotificationOnce) { hasShownNotificationOnce = true; notificationOverlay?.Post(new SimpleNotification { Text = $"The score overlay is currently disabled. You can toggle this by pressing {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}." }); } // start all elements hidden hideTargets.ForEach(d => d.Hide()); }