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osu-lazer/osu.Game/Screens/Select/PlaySongSelect.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
using System.Threading;
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using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Screens;
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
using osu.Game.Beatmaps;
using osu.Game.Database;
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using osu.Game.Modes;
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using osu.Game.Screens.Backgrounds;
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using OpenTK;
using osu.Game.Screens.Play;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics.Transforms;
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using osu.Game.Beatmaps.Drawables;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics;
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using osu.Framework.Input;
using OpenTK.Input;
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using System.Collections.Generic;
using osu.Framework.Threading;
using osu.Game.Overlays;
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namespace osu.Game.Screens.Select
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{
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public class PlaySongSelect : OsuScreen
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{
private Bindable<PlayMode> playMode = new Bindable<PlayMode>();
private BeatmapDatabase database;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap);
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private CarouselContainer carousel;
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private TrackManager trackManager;
private DialogOverlay dialogOverlay;
private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225);
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private BeatmapInfoWedge beatmapInfoWedge;
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private static readonly Vector2 background_blur = new Vector2(20);
private CancellationTokenSource initialAddSetsTask;
private SampleChannel sampleChangeDifficulty;
private SampleChannel sampleChangeBeatmap;
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private List<BeatmapGroup> beatmapGroups;
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private Footer footer;
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OsuScreen player;
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private FilterControl filter;
public FilterControl Filter
{
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get
{
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return filter;
}
private set
{
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if (filter != value)
{
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filter = value;
filterChanged();
}
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}
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapDatabase beatmaps, AudioManager audio, DialogOverlay dialog, Framework.Game game,
OsuGame osu, OsuColour colours)
{
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const float carousel_width = 640;
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const float filter_height = 100;
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beatmapGroups = new List<BeatmapGroup>();
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Children = new Drawable[]
{
new ParallaxContainer
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{
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Padding = new MarginPadding { Top = filter_height },
ParallaxAmount = 0.005f,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
new WedgeBackground
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{
RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
{
Right = carousel_width * 0.76f
},
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},
}
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},
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carousel = new CarouselContainer
{
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(carousel_width, 1),
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Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
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},
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filter = new FilterControl
{
RelativeSizeAxes = Axes.X,
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Height = filter_height,
FilterChanged = () => filterChanged(),
Exit = Exit,
},
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beatmapInfoWedge = new BeatmapInfoWedge
{
Alpha = 0,
Size = wedged_container_size,
RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding
{
Top = 20,
Right = 20,
},
},
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footer = new Footer
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{
OnBack = Exit,
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OnStart = () =>
{
if (player != null || Beatmap == null)
return;
(player = new PlayerLoader(new Player
{
BeatmapInfo = carousel.SelectedGroup.SelectedPanel.Beatmap,
PreferredPlayMode = playMode.Value
})).LoadAsync(Game, l => Push(player));
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}
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},
};
footer.AddButton(@"mods", colours.Yellow, null);
footer.AddButton(@"random", colours.Green, carousel.SelectRandom);
footer.AddButton(@"options", colours.Blue, null);
if (osu != null)
playMode.BindTo(osu.PlayMode);
playMode.ValueChanged += playMode_ValueChanged;
if (database == null)
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database = beatmaps;
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database.BeatmapSetAdded += onBeatmapSetAdded;
database.BeatmapSetRemoved += onBeatmapSetRemoved;
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trackManager = audio.Track;
dialogOverlay = dialog;
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sampleChangeDifficulty = audio.Sample.Get(@"SongSelect/select-difficulty");
sampleChangeBeatmap = audio.Sample.Get(@"SongSelect/select-expand");
initialAddSetsTask = new CancellationTokenSource();
Task.Factory.StartNew(() => addBeatmapSets(game, initialAddSetsTask.Token), initialAddSetsTask.Token);
}
private ScheduledDelegate filterTask;
private void filterChanged(bool debounce = true, bool eagerSelection = true)
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{
filterTask?.Cancel();
filterTask = Scheduler.AddDelayed(() =>
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{
filterTask = null;
var search = filter.Search;
BeatmapGroup newSelection = null;
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carousel.Sort(filter.Sort);
foreach (var beatmapGroup in carousel)
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{
var set = beatmapGroup.BeatmapSet;
bool hasCurrentMode = set.Beatmaps.Any(bm => bm.Mode == playMode);
bool match = hasCurrentMode;
match &= string.IsNullOrEmpty(search)
|| (set.Metadata.Artist ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
|| (set.Metadata.ArtistUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
|| (set.Metadata.Title ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
|| (set.Metadata.TitleUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1;
if (match)
{
if (newSelection == null || beatmapGroup.BeatmapSet.OnlineBeatmapSetID == Beatmap.BeatmapSetInfo.OnlineBeatmapSetID)
{
if (newSelection != null)
newSelection.State = BeatmapGroupState.Collapsed;
newSelection = beatmapGroup;
}
else
beatmapGroup.State = BeatmapGroupState.Collapsed;
}
else
{
beatmapGroup.State = BeatmapGroupState.Hidden;
}
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}
if (newSelection != null)
{
if (newSelection.BeatmapPanels.Any(b => b.Beatmap.ID == Beatmap.BeatmapInfo.ID))
carousel.SelectBeatmap(Beatmap.BeatmapInfo, false);
else if (eagerSelection)
carousel.SelectBeatmap(newSelection.BeatmapSet.Beatmaps[0], false);
}
}, debounce ? 250 : 0);
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}
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private void onBeatmapSetAdded(BeatmapSetInfo s) => Schedule(() => addBeatmapSet(s, Game, true));
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private void onBeatmapSetRemoved(BeatmapSetInfo s) => Schedule(() => removeBeatmapSet(s));
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protected override void OnEntering(Screen last)
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{
base.OnEntering(last);
ensurePlayingSelected();
changeBackground(Beatmap);
Content.FadeInFromZero(250);
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beatmapInfoWedge.MoveToX(-50);
beatmapInfoWedge.MoveToX(0, 800, EasingTypes.OutQuint);
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filter.Activate();
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}
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protected override void OnResuming(Screen last)
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{
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player = null;
changeBackground(Beatmap);
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ensurePlayingSelected();
base.OnResuming(last);
Content.FadeIn(250);
Content.ScaleTo(1, 250, EasingTypes.OutSine);
filter.Activate();
}
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protected override void OnSuspending(Screen next)
{
Content.ScaleTo(1.1f, 250, EasingTypes.InSine);
Content.FadeOut(250);
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filter.Deactivate();
base.OnSuspending(next);
}
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protected override bool OnExiting(Screen next)
{
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beatmapInfoWedge.MoveToX(-100, 800, EasingTypes.InQuint);
beatmapInfoWedge.RotateTo(10, 800, EasingTypes.InQuint);
Content.FadeOut(100);
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filter.Deactivate();
return base.OnExiting(next);
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}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
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database.BeatmapSetAdded -= onBeatmapSetAdded;
database.BeatmapSetRemoved -= onBeatmapSetRemoved;
initialAddSetsTask.Cancel();
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}
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private void playMode_ValueChanged(object sender, EventArgs e)
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{
filterChanged(false);
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}
private void changeBackground(WorkingBeatmap beatmap)
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{
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var backgroundModeBeatmap = Background as BackgroundScreenBeatmap;
if (backgroundModeBeatmap != null)
{
backgroundModeBeatmap.Beatmap = beatmap;
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backgroundModeBeatmap.BlurTo(background_blur, 1000);
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backgroundModeBeatmap.FadeTo(1, 250);
}
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if (beatmap != null)
beatmapInfoWedge.UpdateBeatmap(beatmap);
}
/// <summary>
/// The global Beatmap was changed.
/// </summary>
protected override void OnBeatmapChanged(WorkingBeatmap beatmap)
{
base.OnBeatmapChanged(beatmap);
//todo: change background in selectionChanged instead; support per-difficulty backgrounds.
changeBackground(beatmap);
carousel.SelectBeatmap(beatmap?.BeatmapInfo);
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}
/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>
private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap)
{
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bool beatmapSetChange = false;
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if (!beatmap.Equals(Beatmap?.BeatmapInfo))
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{
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if (beatmap.BeatmapSetInfoID == Beatmap?.BeatmapInfo.BeatmapSetInfoID)
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sampleChangeDifficulty.Play();
else
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{
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sampleChangeBeatmap.Play();
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beatmapSetChange = true;
}
Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap);
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}
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ensurePlayingSelected(beatmapSetChange);
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}
private void ensurePlayingSelected(bool preview = false)
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{
Track track = Beatmap?.Track;
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if (track != null)
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{
trackManager.SetExclusive(track);
if (preview)
track.Seek(Beatmap.Beatmap.Metadata.PreviewTime);
track.Start();
}
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}
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private void addBeatmapSet(BeatmapSetInfo beatmapSet, Framework.Game game, bool select = false)
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{
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beatmapSet = database.GetWithChildren<BeatmapSetInfo>(beatmapSet.ID);
beatmapSet.Beatmaps.ForEach(b =>
{
database.GetChildren(b);
if (b.Metadata == null) b.Metadata = beatmapSet.Metadata;
});
var group = new BeatmapGroup(beatmapSet, database)
{
SelectionChanged = selectionChanged,
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StartRequested = b => footer.StartButton.TriggerClick()
};
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//for the time being, let's completely load the difficulty panels in the background.
//this likely won't scale so well, but allows us to completely async the loading flow.
Task.WhenAll(group.BeatmapPanels.Select(panel => panel.LoadAsync(game))).ContinueWith(task => Schedule(delegate
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{
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beatmapGroups.Add(group);
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carousel.AddGroup(group);
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filterChanged(false, false);
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if (Beatmap == null || select)
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carousel.SelectBeatmap(beatmapSet.Beatmaps.First());
else
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo));
if (panel != null)
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carousel.SelectGroup(group, panel);
}
}));
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}
private void removeBeatmapSet(BeatmapSetInfo beatmapSet)
{
var group = beatmapGroups.Find(b => b.BeatmapSet.ID == beatmapSet.ID);
if (group == null) return;
if (carousel.SelectedGroup == group)
carousel.SelectNext();
beatmapGroups.Remove(group);
carousel.RemoveGroup(group);
if (beatmapGroups.Count == 0)
Beatmap = null;
}
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private void addBeatmapSets(Framework.Game game, CancellationToken token)
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{
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foreach (var beatmapSet in database.Query<BeatmapSetInfo>().Where(b => !b.DeletePending))
{
if (token.IsCancellationRequested) return;
addBeatmapSet(beatmapSet, game);
}
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
switch (args.Key)
{
case Key.Enter:
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footer.StartButton.TriggerClick();
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return true;
case Key.Delete:
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if (state.Keyboard.ShiftPressed)
{
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if (Beatmap != null)
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dialogOverlay?.Push(new BeatmapDeleteDialog(Beatmap));
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return true;
}
break;
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}
return base.OnKeyDown(state, args);
}
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}
}