A game framework written with osu! in mind.

Resolve some inspections

+2 -7
+2 -1
osu.Framework/Graphics/OpenGL/Textures/TextureGL.cs
··· 151 151 /// <param name="upload">The <see cref="ITextureUpload"/> containing the data.</param> 152 152 /// <param name="wrapModeS">The texture wrap mode in horizontal direction.</param> 153 153 /// <param name="wrapModeT">The texture wrap mode in vertical direction.</param> 154 + /// <param name="uploadOpacity">Whether the upload is opaque, transparent, or a mix of both..</param> 154 155 internal abstract void SetData(ITextureUpload upload, WrapMode wrapModeS, WrapMode wrapModeT, Opacity? uploadOpacity); 155 156 156 157 protected static Opacity ComputeOpacity(ITextureUpload upload) ··· 182 183 protected void UpdateOpacity(ITextureUpload upload, ref Opacity? uploadOpacity) 183 184 { 184 185 // Compute opacity if it doesn't have a value yet 185 - uploadOpacity = uploadOpacity ?? ComputeOpacity(upload); 186 + uploadOpacity ??= ComputeOpacity(upload); 186 187 187 188 // Update the texture's opacity depending on the upload's opacity. 188 189 // If the upload covers the entire bounds of the texture, it fully
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osu.Framework/Graphics/Shapes/Box.cs
··· 2 2 // See the LICENCE file in the repository root for full licence text. 3 3 4 4 using System; 5 - using osu.Framework.Graphics.OpenGL; 6 - using osu.Framework.Graphics.OpenGL.Vertices; 7 - using osu.Framework.Graphics.Primitives; 8 5 using osu.Framework.Graphics.Sprites; 9 6 using osu.Framework.Graphics.Textures; 10 - using osu.Framework.Layout; 11 - using osuTK; 12 7 13 8 namespace osu.Framework.Graphics.Shapes 14 9 {
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osu.Framework/Graphics/Sprites/SpriteDrawNode.cs
··· 79 79 80 80 protected override bool RequiresRoundedShader => base.RequiresRoundedShader || InflationAmount != Vector2.Zero; 81 81 82 - 83 82 protected override void DrawOpaqueInterior(Action<TexturedVertex2D> vertexAction) 84 83 { 85 84 base.DrawOpaqueInterior(vertexAction);