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

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// Copyright (c) 2007-2018 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;
using System.Linq;
using System.Threading;
using OpenTK;
using OpenTK.Input;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Threading;
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using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Overlays;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select.Options;
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namespace osu.Game.Screens.Select
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{
public abstract class SongSelect : OsuScreen
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{
private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 245);
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private static readonly Vector2 background_blur = new Vector2(20);
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private const float left_area_padding = 20;
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public readonly FilterControl FilterControl;
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protected virtual bool ShowFooter => true;
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/// <summary>
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/// Can be null if <see cref="ShowFooter"/> is false.
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/// </summary>
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protected readonly BeatmapOptionsOverlay BeatmapOptions;
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/// <summary>
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/// Can be null if <see cref="ShowFooter"/> is false.
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/// </summary>
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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() => new BackgroundScreenBeatmap();
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protected Container LeftContent;
protected readonly BeatmapCarousel Carousel;
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private readonly BeatmapInfoWedge beatmapInfoWedge;
private DialogOverlay dialogOverlay;
private BeatmapManager beatmaps;
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private SampleChannel sampleChangeDifficulty;
private SampleChannel sampleChangeBeatmap;
private Bindable<bool> rulesetConversionAllowed;
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private CancellationTokenSource initialAddSetsTask;
private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(parent);
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protected SongSelect()
{
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const float carousel_width = 640;
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const float filter_height = 100;
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AddRange(new Drawable[]
{
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new ParallaxContainer
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{
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Padding = new MarginPadding { Top = filter_height },
ParallaxAmount = 0.005f,
RelativeSizeAxes = Axes.Both,
Children = new[]
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{
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new WedgeBackground
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = carousel_width * 0.76f },
}
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}
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},
LeftContent = 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,
}
},
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,
RelativeSizeAxes = Axes.Y,
Size = new Vector2(carousel_width, 1),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
SelectionChanged = carouselSelectionChanged,
BeatmapSetsChanged = carouselBeatmapsLoaded,
},
FilterControl = new FilterControl
{
RelativeSizeAxes = Axes.X,
Height = filter_height,
FilterChanged = c => Carousel.Filter(c),
Background = { Width = 2 },
Exit = Exit,
},
}
},
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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,
},
},
new ResetScrollContainer(() => Carousel.ScrollToSelected())
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{
RelativeSizeAxes = Axes.Y,
Width = 250,
}
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});
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if (ShowFooter)
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{
Add(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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});
Add(Footer = new Footer
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{
OnBack = Exit,
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});
FooterPanels.Add(BeatmapOptions = new BeatmapOptionsOverlay());
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}
}
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[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours, OsuConfigManager config)
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{
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dependencies.CacheAs(this);
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if (Footer != null)
{
Footer.AddButton(@"random", colours.Green, triggerRandom, Key.F2);
Footer.AddButton(@"options", colours.Blue, BeatmapOptions, Key.F3);
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BeatmapOptions.AddButton(@"Delete", @"Beatmap", FontAwesome.fa_trash, colours.Pink, () => delete(Beatmap.Value.BeatmapSetInfo), Key.Number4, float.MaxValue);
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}
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if (this.beatmaps == null)
this.beatmaps = beatmaps;
rulesetConversionAllowed = config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps);
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if (osu != null)
Ruleset.BindTo(osu.Ruleset);
this.beatmaps.ItemAdded += onBeatmapSetAdded;
this.beatmaps.ItemRemoved += onBeatmapSetRemoved;
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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");
initialAddSetsTask = new CancellationTokenSource();
Carousel.BeatmapSets = this.beatmaps.GetAllUsableBeatmapSets();
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Beatmap.DisabledChanged += disabled => Carousel.AllowSelection = !disabled;
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Beatmap.TriggerChange();
Beatmap.ValueChanged += b =>
{
if (IsCurrentScreen)
{
Carousel.SelectBeatmap(b?.BeatmapInfo);
ensurePlayableRuleset();
}
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};
}
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public void Edit(BeatmapInfo beatmap)
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{
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap);
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Push(new Editor());
}
/// <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>
public void FinaliseSelection(BeatmapInfo beatmap = null)
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{
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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();
if (beatmap != null)
Carousel.SelectBeatmap(beatmap);
if (selectionChangedDebounce?.Completed == false)
{
selectionChangedDebounce.RunTask();
selectionChangedDebounce.Cancel(); // cancel the already scheduled task.
selectionChangedDebounce = null;
}
OnSelectionFinalised();
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}
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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>
protected abstract bool OnSelectionFinalised();
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private ScheduledDelegate selectionChangedDebounce;
// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
private BeatmapInfo beatmapNoDebounce;
/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>
private void carouselSelectionChanged(BeatmapInfo beatmap)
{
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void performLoad()
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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 (beatmap?.Equals(Beatmap.Value.BeatmapInfo) != true)
{
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bool preview = beatmap?.BeatmapSetInfoID != Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID;
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap);
ensurePlayingSelected(preview);
}
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UpdateBeatmap(Beatmap.Value);
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}
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if (beatmap?.Equals(beatmapNoDebounce) == true)
return;
selectionChangedDebounce?.Cancel();
beatmapNoDebounce = beatmap;
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if (beatmap == null)
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performLoad();
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else
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{
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if (beatmap.BeatmapSetInfoID == beatmapNoDebounce?.BeatmapSetInfoID)
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sampleChangeDifficulty.Play();
else
sampleChangeBeatmap.Play();
if (beatmap == Beatmap.Value.BeatmapInfo)
performLoad();
else
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selectionChangedDebounce = Scheduler.AddDelayed(performLoad, 200);
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}
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}
private void triggerRandom()
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{
if (GetContainingInputManager().CurrentState.Keyboard.ShiftPressed)
Carousel.SelectPreviousRandom();
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else
Carousel.SelectNextRandom();
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}
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protected override void OnEntering(Screen last)
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{
base.OnEntering(last);
ensurePlayableRuleset();
Content.FadeInFromZero(250);
FilterControl.Activate();
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}
private const double logo_transition = 250;
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protected override void LogoArriving(OsuLogo logo, bool resuming)
{
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base.LogoArriving(logo, resuming);
logo.RelativePositionAxes = Axes.Both;
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;
};
}
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protected override void LogoExiting(OsuLogo logo)
{
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base.LogoExiting(logo);
logo.ScaleTo(0.2f, logo_transition / 2, Easing.Out);
logo.FadeOut(logo_transition / 2, Easing.Out);
}
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protected override void OnResuming(Screen last)
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{
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if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending)
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{
UpdateBeatmap(Beatmap);
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ensurePlayingSelected();
}
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base.OnResuming(last);
Content.FadeIn(250);
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Content.ScaleTo(1, 250, Easing.OutSine);
FilterControl.Activate();
}
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protected override void OnSuspending(Screen next)
{
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Content.ScaleTo(1.1f, 250, Easing.InSine);
Content.FadeOut(250);
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FilterControl.Deactivate();
base.OnSuspending(next);
}
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protected override bool OnExiting(Screen next)
{
FinaliseSelection();
beatmapInfoWedge.State = Visibility.Hidden;
Content.FadeOut(100);
FilterControl.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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if (beatmaps != null)
{
beatmaps.ItemAdded -= onBeatmapSetAdded;
beatmaps.ItemRemoved -= onBeatmapSetRemoved;
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beatmaps.BeatmapHidden -= onBeatmapHidden;
beatmaps.BeatmapRestored -= onBeatmapRestored;
}
initialAddSetsTask?.Cancel();
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}
/// <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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{
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if (Background is BackgroundScreenBeatmap backgroundModeBeatmap)
{
backgroundModeBeatmap.Beatmap = beatmap;
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backgroundModeBeatmap.BlurTo(background_blur, 750, Easing.OutQuint);
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backgroundModeBeatmap.FadeTo(1, 250);
}
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beatmapInfoWedge.UpdateBeatmap(beatmap);
}
private void ensurePlayingSelected(bool preview = false)
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{
Track track = Beatmap.Value.Track;
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if (!track.IsRunning)
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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);
if (preview) track.Seek(Beatmap.Value.Metadata.PreviewTime);
track.Start();
}
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}
private void ensurePlayableRuleset()
{
if (Beatmap.IsDefault)
// DummyBeatmap won't be playable anyway
return;
bool conversionAllowed = rulesetConversionAllowed.Value;
int? currentRuleset = Ruleset.Value.ID;
int beatmapRuleset = Beatmap.Value.BeatmapInfo.RulesetID;
if (currentRuleset == beatmapRuleset || conversionAllowed && beatmapRuleset == 0)
// Current beatmap is playable, nothing more to do
return;
// Otherwise, first check if the current beatmapset has any playable beatmaps
BeatmapInfo beatmap = Beatmap.Value.BeatmapSetInfo.Beatmaps?.FirstOrDefault(b => b.RulesetID == currentRuleset || conversionAllowed && b.RulesetID == 0);
// If it does then update the WorkingBeatmap
if (beatmap != null)
{
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
return;
}
// If it doesn't, then update the current ruleset so that the current beatmap is playable
Ruleset.Value = Beatmap.Value.BeatmapInfo.Ruleset;
}
private void onBeatmapSetAdded(BeatmapSetInfo s) => Carousel.UpdateBeatmapSet(s);
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));
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private void carouselBeatmapsLoaded()
{
if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false)
{
Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo);
}
else if (Carousel.SelectedBeatmapSet == null)
{
if (!Carousel.SelectNextRandom())
// in the case random selection failed, we want to trigger selectionChanged
// to show the dummy beatmap (we have nothing else to display).
carouselSelectionChanged(null);
}
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}
private void delete(BeatmapSetInfo beatmap)
{
if (beatmap == null) return;
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dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap));
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
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if (args.Repeat) return false;
switch (args.Key)
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{
case Key.KeypadEnter:
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case Key.Enter:
FinaliseSelection();
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return true;
case Key.Delete:
if (state.Keyboard.ShiftPressed)
{
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if (!Beatmap.IsDefault)
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delete(Beatmap.Value.BeatmapSetInfo);
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return true;
}
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break;
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}
return base.OnKeyDown(state, args);
}
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private class ResetScrollContainer : Container
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{
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private readonly Action onHoverAction;
public ResetScrollContainer(Action onHoverAction)
{
this.onHoverAction = onHoverAction;
}
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protected override bool OnHover(InputState state)
{
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onHoverAction?.Invoke();
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return base.OnHover(state);
}
}
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}
}