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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation ;
using osu.Framework.Audio ;
using osu.Framework.Audio.Sample ;
using osu.Framework.Audio.Track ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Input.Events ;
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using osu.Framework.Logging ;
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using osu.Framework.Screens ;
using osu.Framework.Threading ;
using osu.Game.Beatmaps ;
using osu.Game.Graphics ;
using osu.Game.Graphics.Containers ;
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using osu.Game.Input.Bindings ;
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using osu.Game.Overlays ;
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using osu.Game.Overlays.Mods ;
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using osu.Game.Rulesets ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Screens.Backgrounds ;
using osu.Game.Screens.Edit ;
using osu.Game.Screens.Menu ;
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using osu.Game.Screens.Play ;
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using osu.Game.Screens.Select.Options ;
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using osu.Game.Skinning ;
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using osuTK ;
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using osuTK.Graphics ;
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using osuTK.Input ;
using System ;
using System.Collections.Generic ;
using System.Linq ;
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using osu.Framework.Graphics.Sprites ;
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namespace osu.Game.Screens.Select
{
public abstract class SongSelect : OsuScreen
{
private static readonly Vector2 wedged_container_size = new Vector2 ( 0.5f , 245 ) ;
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protected const float BACKGROUND_BLUR = 20 ;
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private const float left_area_padding = 20 ;
public readonly FilterControl FilterControl ;
protected virtual bool ShowFooter = > true ;
/// <summary>
/// Can be null if <see cref="ShowFooter"/> is false.
/// </summary>
protected readonly BeatmapOptionsOverlay BeatmapOptions ;
/// <summary>
/// Can be null if <see cref="ShowFooter"/> is false.
/// </summary>
protected readonly Footer Footer ;
/// <summary>
/// Contains any panel which is triggered by a footer button.
/// Helps keep them located beneath the footer itself.
/// </summary>
protected readonly Container FooterPanels ;
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protected override BackgroundScreen CreateBackground ( )
{
var background = new BackgroundScreenBeatmap ( ) ;
return background ;
}
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protected readonly BeatmapCarousel Carousel ;
private readonly BeatmapInfoWedge beatmapInfoWedge ;
private DialogOverlay dialogOverlay ;
private BeatmapManager beatmaps ;
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protected readonly ModSelectOverlay ModSelect ;
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protected SampleChannel SampleConfirm ;
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private SampleChannel sampleChangeDifficulty ;
private SampleChannel sampleChangeBeatmap ;
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protected readonly BeatmapDetailArea BeatmapDetails ;
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private readonly Bindable < RulesetInfo > decoupledRuleset = new Bindable < RulesetInfo > ( ) ;
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[Cached]
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
private readonly Bindable < IReadOnlyList < Mod > > mods = new Bindable < IReadOnlyList < Mod > > ( Array . Empty < Mod > ( ) ) ; // Bound to the game's mods, but is not reset on exiting
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protected SongSelect ( )
{
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AddRangeInternal ( new Drawable [ ]
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{
new ParallaxContainer
{
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Masking = true ,
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ParallaxAmount = 0.005f ,
RelativeSizeAxes = Axes . Both ,
Children = new [ ]
{
new WedgeBackground
{
RelativeSizeAxes = Axes . Both ,
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Padding = new MarginPadding { Right = - 150 } ,
Size = new Vector2 ( wedged_container_size . X , 1 ) ,
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}
}
} ,
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new Container
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{
Origin = Anchor . BottomLeft ,
Anchor = Anchor . BottomLeft ,
RelativeSizeAxes = Axes . Both ,
Size = new Vector2 ( wedged_container_size . X , 1 ) ,
Padding = new MarginPadding
{
Bottom = 50 ,
Top = wedged_container_size . Y + left_area_padding ,
Left = left_area_padding ,
Right = left_area_padding * 2 ,
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} ,
Child = BeatmapDetails = new BeatmapDetailArea
{
RelativeSizeAxes = Axes . Both ,
Padding = new MarginPadding { Top = 10 , Right = 5 } ,
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}
} ,
new Container
{
RelativeSizeAxes = Axes . Both ,
Masking = true ,
Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
Width = 2 , //avoid horizontal masking so the panels don't clip when screen stack is pushed.
Child = new Container
{
RelativeSizeAxes = Axes . Both ,
Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
Width = 0.5f ,
Children = new Drawable [ ]
{
Carousel = new BeatmapCarousel
{
Masking = false ,
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RelativeSizeAxes = Axes . Both ,
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Size = new Vector2 ( 1 - wedged_container_size . X , 1 ) ,
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Anchor = Anchor . CentreRight ,
Origin = Anchor . CentreRight ,
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SelectionChanged = updateSelectedBeatmap ,
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BeatmapSetsChanged = carouselBeatmapsLoaded ,
} ,
FilterControl = new FilterControl
{
RelativeSizeAxes = Axes . X ,
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Height = 100 ,
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FilterChanged = c = > Carousel . Filter ( c ) ,
Background = { Width = 2 } ,
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Exit = ( ) = >
{
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if ( this . IsCurrentScreen ( ) )
this . Exit ( ) ;
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} ,
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} ,
}
} ,
} ,
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beatmapInfoWedge = new BeatmapInfoWedge
{
Size = wedged_container_size ,
RelativeSizeAxes = Axes . X ,
Margin = new MarginPadding
{
Top = left_area_padding ,
Right = left_area_padding ,
} ,
} ,
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new ResetScrollContainer ( ( ) = > Carousel . ScrollToSelected ( ) )
{
RelativeSizeAxes = Axes . Y ,
Width = 250 ,
}
} ) ;
if ( ShowFooter )
{
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AddInternal ( FooterPanels = new Container
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{
Anchor = Anchor . BottomLeft ,
Origin = Anchor . BottomLeft ,
RelativeSizeAxes = Axes . X ,
AutoSizeAxes = Axes . Y ,
Margin = new MarginPadding
{
Bottom = Footer . HEIGHT ,
} ,
} ) ;
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AddInternal ( Footer = new Footer
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{
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OnBack = ExitFromBack ,
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} ) ;
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FooterPanels . AddRange ( new Drawable [ ]
{
BeatmapOptions = new BeatmapOptionsOverlay ( ) ,
ModSelect = new ModSelectOverlay
{
RelativeSizeAxes = Axes . X ,
Origin = Anchor . BottomCentre ,
Anchor = Anchor . BottomCentre ,
}
} ) ;
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}
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BeatmapDetails . Leaderboard . ScoreSelected + = s = > this . Push ( new SoloResults ( s ) ) ;
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}
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[BackgroundDependencyLoader(true)]
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private void load ( BeatmapManager beatmaps , AudioManager audio , DialogOverlay dialog , OsuColour colours , SkinManager skins )
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{
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mods . BindTo ( Mods ) ;
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if ( Footer ! = null )
{
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Footer . AddButton ( new FooterButtonMods ( mods ) , ModSelect ) ;
Footer . AddButton ( new FooterButtonRandom { Action = triggerRandom } ) ;
Footer . AddButton ( new FooterButtonOptions ( ) , BeatmapOptions ) ;
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BeatmapOptions . AddButton ( @"Delete" , @"all difficulties" , FontAwesome . Solid . Trash , colours . Pink , ( ) = > delete ( Beatmap . Value . BeatmapSetInfo ) , Key . Number4 , float . MaxValue ) ;
BeatmapOptions . AddButton ( @"Remove" , @"from unplayed" , FontAwesome . Regular . TimesCircle , colours . Purple , null , Key . Number1 ) ;
BeatmapOptions . AddButton ( @"Clear" , @"local scores" , FontAwesome . Solid . Eraser , colours . Purple , ( ) = > clearScores ( Beatmap . Value . BeatmapInfo ) , Key . Number2 ) ;
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}
if ( this . beatmaps = = null )
this . beatmaps = beatmaps ;
this . beatmaps . ItemAdded + = onBeatmapSetAdded ;
this . beatmaps . ItemRemoved + = onBeatmapSetRemoved ;
this . beatmaps . BeatmapHidden + = onBeatmapHidden ;
this . beatmaps . BeatmapRestored + = onBeatmapRestored ;
dialogOverlay = dialog ;
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sampleChangeDifficulty = audio . Sample . Get ( @"SongSelect/select-difficulty" ) ;
sampleChangeBeatmap = audio . Sample . Get ( @"SongSelect/select-expand" ) ;
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SampleConfirm = audio . Sample . Get ( @"SongSelect/confirm-selection" ) ;
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Carousel . LoadBeatmapSetsFromManager ( this . beatmaps ) ;
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if ( dialogOverlay ! = null )
{
Schedule ( ( ) = >
{
// if we have no beatmaps but osu-stable is found, let's prompt the user to import.
if ( ! beatmaps . GetAllUsableBeatmapSets ( ) . Any ( ) & & beatmaps . StableInstallationAvailable )
dialogOverlay . Push ( new ImportFromStablePopup ( ( ) = >
{
beatmaps . ImportFromStableAsync ( ) ;
skins . ImportFromStableAsync ( ) ;
} ) ) ;
} ) ;
}
}
private DependencyContainer dependencies ;
protected override IReadOnlyDependencyContainer CreateChildDependencies ( IReadOnlyDependencyContainer parent )
{
dependencies = new DependencyContainer ( base . CreateChildDependencies ( parent ) ) ;
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dependencies . CacheAs ( this ) ;
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dependencies . CacheAs ( decoupledRuleset ) ;
dependencies . CacheAs < IBindable < RulesetInfo > > ( decoupledRuleset ) ;
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return dependencies ;
}
protected virtual void ExitFromBack ( )
{
if ( ModSelect . State = = Visibility . Visible )
{
ModSelect . Hide ( ) ;
return ;
}
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this . Exit ( ) ;
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}
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public void Edit ( BeatmapInfo beatmap = null )
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{
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Beatmap . Value = beatmaps . GetWorkingBeatmap ( beatmap ? ? beatmapNoDebounce ) ;
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this . Push ( new Editor ( ) ) ;
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}
/// <summary>
/// Call to make a selection and perform the default action for this SongSelect.
/// </summary>
/// <param name="beatmap">An optional beatmap to override the current carousel selection.</param>
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/// <param name="performStartAction">Whether to trigger <see cref="OnStart"/>.</param>
public void FinaliseSelection ( BeatmapInfo beatmap = null , bool performStartAction = true )
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{
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// This is very important as we have not yet bound to screen-level bindables before the carousel load is completed.
if ( ! Carousel . BeatmapSetsLoaded )
return ;
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// if we have a pending filter operation, we want to run it now.
// it could change selection (ie. if the ruleset has been changed).
Carousel . FlushPendingFilterOperations ( ) ;
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// avoid attempting to continue before a selection has been obtained.
// this could happen via a user interaction while the carousel is still in a loading state.
if ( Carousel . SelectedBeatmap = = null ) return ;
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if ( beatmap ! = null )
Carousel . SelectBeatmap ( beatmap ) ;
if ( selectionChangedDebounce ? . Completed = = false )
{
selectionChangedDebounce . RunTask ( ) ;
selectionChangedDebounce . Cancel ( ) ; // cancel the already scheduled task.
selectionChangedDebounce = null ;
}
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if ( performStartAction )
OnStart ( ) ;
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}
/// <summary>
/// Called when a selection is made.
/// </summary>
/// <returns>If a resultant action occurred that takes the user away from SongSelect.</returns>
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protected abstract bool OnStart ( ) ;
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private ScheduledDelegate selectionChangedDebounce ;
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private void workingBeatmapChanged ( ValueChangedEvent < WorkingBeatmap > e )
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{
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if ( e . NewValue is DummyWorkingBeatmap ) return ;
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if ( this . IsCurrentScreen ( ) & & ! Carousel . SelectBeatmap ( e . NewValue ? . BeatmapInfo , false ) )
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// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
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if ( e . NewValue ? . BeatmapInfo ? . Ruleset ! = null & & e . NewValue . BeatmapInfo . Ruleset ! = decoupledRuleset . Value )
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{
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Ruleset . Value = e . NewValue . BeatmapInfo . Ruleset ;
Carousel . SelectBeatmap ( e . NewValue . BeatmapInfo ) ;
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}
}
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
private BeatmapInfo beatmapNoDebounce ;
private RulesetInfo rulesetNoDebounce ;
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private void updateSelectedBeatmap ( BeatmapInfo beatmap )
{
if ( beatmap ? . Equals ( beatmapNoDebounce ) = = true )
return ;
beatmapNoDebounce = beatmap ;
performUpdateSelected ( ) ;
}
private void updateSelectedRuleset ( RulesetInfo ruleset )
{
if ( ruleset ? . Equals ( rulesetNoDebounce ) = = true )
return ;
rulesetNoDebounce = ruleset ;
performUpdateSelected ( ) ;
}
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/// <summary>
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/// selection has been changed as the result of a user interaction.
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/// </summary>
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private void performUpdateSelected ( )
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{
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var beatmap = beatmapNoDebounce ;
var ruleset = rulesetNoDebounce ;
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selectionChangedDebounce ? . Cancel ( ) ;
if ( beatmap = = null )
run ( ) ;
else
selectionChangedDebounce = Scheduler . AddDelayed ( run , 200 ) ;
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void run ( )
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{
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Logger . Log ( $"updating selection with beatmap:{beatmap?.ID.ToString() ?? " null "} ruleset:{ruleset?.ID.ToString() ?? " null "}" ) ;
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if ( ruleset ? . Equals ( decoupledRuleset . Value ) = = false )
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{
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Logger . Log ( $"ruleset changed from \" { decoupledRuleset . Value } \ " to \"{ruleset}\"" ) ;
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mods . Value = Array . Empty < Mod > ( ) ;
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decoupledRuleset . Value = ruleset ;
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// force a filter before attempting to change the beatmap.
// we may still be in the wrong ruleset as there is a debounce delay on ruleset changes.
Carousel . Filter ( null , false ) ;
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// Filtering only completes after the carousel runs Update.
// If we also have a pending beatmap change we should delay it one frame.
selectionChangedDebounce = Schedule ( run ) ;
return ;
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}
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// We may be arriving here due to another component changing the bindable Beatmap.
// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
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if ( ! Equals ( beatmap , Beatmap . Value . BeatmapInfo ) )
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{
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Logger . Log ( $"beatmap changed from \" { Beatmap . Value . BeatmapInfo } \ " to \"{beatmap}\"" ) ;
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Beatmap . Value = beatmaps . GetWorkingBeatmap ( beatmap , Beatmap . Value ) ;
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if ( beatmap ! = null )
{
if ( beatmap . BeatmapSetInfoID = = beatmapNoDebounce ? . BeatmapSetInfoID )
sampleChangeDifficulty . Play ( ) ;
else
sampleChangeBeatmap . Play ( ) ;
}
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}
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if ( this . IsCurrentScreen ( ) )
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ensurePlayingSelected ( ) ;
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UpdateBeatmap ( Beatmap . Value ) ;
}
}
private void triggerRandom ( )
{
if ( GetContainingInputManager ( ) . CurrentState . Keyboard . ShiftPressed )
Carousel . SelectPreviousRandom ( ) ;
else
Carousel . SelectNextRandom ( ) ;
}
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public override void OnEntering ( IScreen last )
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{
base . OnEntering ( last ) ;
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this . FadeInFromZero ( 250 ) ;
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FilterControl . Activate ( ) ;
}
private const double logo_transition = 250 ;
protected override void LogoArriving ( OsuLogo logo , bool resuming )
{
base . LogoArriving ( logo , resuming ) ;
Vector2 position = new Vector2 ( 0.95f , 0.96f ) ;
if ( logo . Alpha > 0.8f )
{
logo . MoveTo ( position , 500 , Easing . OutQuint ) ;
}
else
{
logo . Hide ( ) ;
logo . ScaleTo ( 0.2f ) ;
logo . MoveTo ( position ) ;
}
logo . FadeIn ( logo_transition , Easing . OutQuint ) ;
logo . ScaleTo ( 0.4f , logo_transition , Easing . OutQuint ) ;
logo . Action = ( ) = >
{
FinaliseSelection ( ) ;
return false ;
} ;
}
protected override void LogoExiting ( OsuLogo logo )
{
base . LogoExiting ( logo ) ;
logo . ScaleTo ( 0.2f , logo_transition / 2 , Easing . Out ) ;
logo . FadeOut ( logo_transition / 2 , Easing . Out ) ;
}
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public override void OnResuming ( IScreen last )
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{
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BeatmapDetails . Leaderboard . RefreshScores ( ) ;
Beatmap . Value . Track . Looping = true ;
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if ( Beatmap ! = null & & ! Beatmap . Value . BeatmapSetInfo . DeletePending )
{
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UpdateBeatmap ( Beatmap . Value ) ;
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ensurePlayingSelected ( ) ;
}
base . OnResuming ( last ) ;
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this . FadeIn ( 250 ) ;
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this . ScaleTo ( 1 , 250 , Easing . OutSine ) ;
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FilterControl . Activate ( ) ;
}
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public override void OnSuspending ( IScreen next )
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{
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ModSelect . Hide ( ) ;
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BeatmapOptions . Hide ( ) ;
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this . ScaleTo ( 1.1f , 250 , Easing . InSine ) ;
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this . FadeOut ( 250 ) ;
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FilterControl . Deactivate ( ) ;
base . OnSuspending ( next ) ;
}
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public override bool OnExiting ( IScreen next )
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{
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if ( base . OnExiting ( next ) )
return true ;
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beatmapInfoWedge . State = Visibility . Hidden ;
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this . FadeOut ( 100 ) ;
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FilterControl . Deactivate ( ) ;
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if ( Beatmap . Value . Track ! = null )
Beatmap . Value . Track . Looping = false ;
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mods . UnbindAll ( ) ;
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Mods . Value = Array . Empty < Mod > ( ) ;
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return false ;
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}
protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
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decoupledRuleset . UnbindAll ( ) ;
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if ( beatmaps ! = null )
{
beatmaps . ItemAdded - = onBeatmapSetAdded ;
beatmaps . ItemRemoved - = onBeatmapSetRemoved ;
beatmaps . BeatmapHidden - = onBeatmapHidden ;
beatmaps . BeatmapRestored - = onBeatmapRestored ;
}
}
/// <summary>
/// Allow components in SongSelect to update their loaded beatmap details.
/// This is a debounced call (unlike directly binding to WorkingBeatmap.ValueChanged).
/// </summary>
/// <param name="beatmap">The working beatmap.</param>
protected virtual void UpdateBeatmap ( WorkingBeatmap beatmap )
{
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Logger . Log ( $"working beatmap updated to {beatmap}" ) ;
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if ( Background is BackgroundScreenBeatmap backgroundModeBeatmap )
{
backgroundModeBeatmap . Beatmap = beatmap ;
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backgroundModeBeatmap . BlurAmount . Value = BACKGROUND_BLUR ;
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backgroundModeBeatmap . FadeColour ( Color4 . White , 250 ) ;
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}
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beatmapInfoWedge . Beatmap = beatmap ;
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BeatmapDetails . Beatmap = beatmap ;
if ( beatmap . Track ! = null )
beatmap . Track . Looping = true ;
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}
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private void ensurePlayingSelected ( bool restart = false )
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{
Track track = Beatmap . Value . Track ;
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if ( ! track . IsRunning | | restart )
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{
// Ensure the track is added to the TrackManager, since it is removed after the player finishes the map.
// Using AddItemToList rather than AddItem so that it doesn't attempt to register adjustment dependencies more than once.
Game . Audio . Track . AddItemToList ( track ) ;
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track . RestartPoint = Beatmap . Value . Metadata . PreviewTime ;
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track . Restart ( ) ;
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}
}
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private void onBeatmapSetAdded ( BeatmapSetInfo s , bool existing ) = > Carousel . UpdateBeatmapSet ( s ) ;
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private void onBeatmapSetRemoved ( BeatmapSetInfo s ) = > Carousel . RemoveBeatmapSet ( s ) ;
private void onBeatmapRestored ( BeatmapInfo b ) = > Carousel . UpdateBeatmapSet ( beatmaps . QueryBeatmapSet ( s = > s . ID = = b . BeatmapSetInfoID ) ) ;
private void onBeatmapHidden ( BeatmapInfo b ) = > Carousel . UpdateBeatmapSet ( beatmaps . QueryBeatmapSet ( s = > s . ID = = b . BeatmapSetInfoID ) ) ;
private void carouselBeatmapsLoaded ( )
{
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bindBindables ( ) ;
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if ( ! Beatmap . IsDefault & & Beatmap . Value . BeatmapSetInfo ? . DeletePending = = false & & Beatmap . Value . BeatmapSetInfo ? . Protected = = false
& & Carousel . SelectBeatmap ( Beatmap . Value . BeatmapInfo , false ) )
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return ;
if ( Carousel . SelectedBeatmapSet = = null & & ! Carousel . SelectNextRandom ( ) )
{
// in the case random selection failed, we want to trigger selectionChanged
// to show the dummy beatmap (we have nothing else to display).
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performUpdateSelected ( ) ;
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}
}
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private bool boundLocalBindables ;
private void bindBindables ( )
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{
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if ( boundLocalBindables )
return ;
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// manual binding to parent ruleset to allow for delayed load in the incoming direction.
rulesetNoDebounce = decoupledRuleset . Value = Ruleset . Value ;
Ruleset . ValueChanged + = r = > updateSelectedRuleset ( r . NewValue ) ;
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decoupledRuleset . ValueChanged + = r = > Ruleset . Value = r . NewValue ;
decoupledRuleset . DisabledChanged + = r = > Ruleset . Disabled = r ;
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Beatmap . BindDisabledChanged ( disabled = > Carousel . AllowSelection = ! disabled , true ) ;
Beatmap . BindValueChanged ( workingBeatmapChanged ) ;
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boundLocalBindables = true ;
}
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private void delete ( BeatmapSetInfo beatmap )
{
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if ( beatmap = = null | | beatmap . ID < = 0 ) return ;
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dialogOverlay ? . Push ( new BeatmapDeleteDialog ( beatmap ) ) ;
}
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private void clearScores ( BeatmapInfo beatmap )
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{
if ( beatmap = = null | | beatmap . ID < = 0 ) return ;
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dialogOverlay ? . Push ( new BeatmapClearScoresDialog ( beatmap , ( ) = >
// schedule done here rather than inside the dialog as the dialog may fade out and never callback.
Schedule ( ( ) = > BeatmapDetails . Leaderboard . RefreshScores ( ) ) ) ) ;
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}
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public override bool OnPressed ( GlobalAction action )
{
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if ( ! this . IsCurrentScreen ( ) ) return false ;
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switch ( action )
{
case GlobalAction . Select :
FinaliseSelection ( ) ;
return true ;
}
return base . OnPressed ( action ) ;
}
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protected override bool OnKeyDown ( KeyDownEvent e )
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{
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if ( e . Repeat ) return false ;
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switch ( e . Key )
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{
case Key . Delete :
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if ( e . ShiftPressed )
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{
if ( ! Beatmap . IsDefault )
delete ( Beatmap . Value . BeatmapSetInfo ) ;
return true ;
}
break ;
}
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return base . OnKeyDown ( e ) ;
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}
private class ResetScrollContainer : Container
{
private readonly Action onHoverAction ;
public ResetScrollContainer ( Action onHoverAction )
{
this . onHoverAction = onHoverAction ;
}
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protected override bool OnHover ( HoverEvent e )
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{
onHoverAction ? . Invoke ( ) ;
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return base . OnHover ( e ) ;
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}
}
}
}