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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System ;
using System.Collections.Generic ;
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using System.Diagnostics ;
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using System.Linq ;
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using osu.Framework.Allocation ;
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using osu.Framework.Audio ;
using osu.Framework.Audio.Sample ;
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using osu.Framework.Bindables ;
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using osu.Framework.Caching ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Graphics.Pooling ;
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using osu.Framework.Input.Bindings ;
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using osu.Framework.Input.Events ;
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using osu.Framework.Layout ;
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using osu.Framework.Threading ;
using osu.Framework.Utils ;
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using osu.Game.Beatmaps ;
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using osu.Game.Configuration ;
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using osu.Game.Database ;
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using osu.Game.Graphics.Containers ;
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using osu.Game.Input.Bindings ;
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using osu.Game.Screens.Select.Carousel ;
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using osuTK ;
using osuTK.Input ;
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using Realms ;
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namespace osu.Game.Screens.Select
{
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public partial class BeatmapCarousel : CompositeDrawable , IKeyBindingHandler < GlobalAction >
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{
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/// <summary>
/// Height of the area above the carousel that should be treated as visible due to transparency of elements in front of it.
/// </summary>
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public float BleedTop { get ; set ; }
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/// <summary>
/// Height of the area below the carousel that should be treated as visible due to transparency of elements in front of it.
/// </summary>
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public float BleedBottom { get ; set ; }
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/// <summary>
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/// Triggered when <see cref="BeatmapSets"/> finish loading, or are subsequently changed.
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/// </summary>
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public Action ? BeatmapSetsChanged ;
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/// <summary>
/// Triggered after filter conditions have finished being applied to the model hierarchy.
/// </summary>
public Action ? FilterApplied ;
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/// <summary>
/// The currently selected beatmap.
/// </summary>
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public BeatmapInfo ? SelectedBeatmapInfo = > selectedBeatmap ? . BeatmapInfo ;
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private CarouselBeatmap ? selectedBeatmap = > selectedBeatmapSet ? . Beatmaps . FirstOrDefault ( s = > s . State . Value = = CarouselItemState . Selected ) ;
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/// <summary>
/// The total count of non-filtered beatmaps displayed.
/// </summary>
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public int CountDisplayed = > beatmapSets . Where ( s = > ! s . Filtered . Value ) . Sum ( s = > s . TotalItemsNotFiltered ) ;
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/// <summary>
/// The currently selected beatmap set.
/// </summary>
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public BeatmapSetInfo ? SelectedBeatmapSet = > selectedBeatmapSet ? . BeatmapSet ;
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/// <summary>
/// A function to optionally decide on a recommended difficulty from a beatmap set.
/// </summary>
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public Func < IEnumerable < BeatmapInfo > , BeatmapInfo ? > ? GetRecommendedBeatmap ;
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private CarouselBeatmapSet ? selectedBeatmapSet ;
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private List < BeatmapSetInfo > originalBeatmapSetsDetached = new List < BeatmapSetInfo > ( ) ;
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/// <summary>
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/// Raised when the <see cref="SelectedBeatmapInfo"/> is changed.
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/// </summary>
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public Action < BeatmapInfo ? > ? SelectionChanged ;
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public override bool HandleNonPositionalInput = > AllowSelection ;
public override bool HandlePositionalInput = > AllowSelection ;
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public override bool PropagatePositionalInputSubTree = > AllowSelection ;
public override bool PropagateNonPositionalInputSubTree = > AllowSelection ;
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private ( int first , int last ) displayedRange ;
/// <summary>
/// Extend the range to retain already loaded pooled drawables.
/// </summary>
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private const float distance_offscreen_before_unload = 2048 ;
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/// <summary>
/// Extend the range to update positions / retrieve pooled drawables outside of visible range.
/// </summary>
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private const float distance_offscreen_to_preload = 768 ;
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/// <summary>
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/// Whether carousel items have completed asynchronously loaded.
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/// </summary>
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public bool BeatmapSetsLoaded { get ; private set ; }
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[Cached]
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protected readonly CarouselScrollContainer Scroll ;
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private readonly NoResultsPlaceholder noResultsPlaceholder ;
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private IEnumerable < CarouselBeatmapSet > beatmapSets = > root . Items . OfType < CarouselBeatmapSet > ( ) ;
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// todo: only used for testing, maybe remove.
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private bool loadedTestBeatmaps ;
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public IEnumerable < BeatmapSetInfo > BeatmapSets
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{
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get = > beatmapSets . Select ( g = > g . BeatmapSet ) ;
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set
{
loadedTestBeatmaps = true ;
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Schedule ( ( ) = > loadBeatmapSets ( value ) ) ;
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}
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}
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private void loadBeatmapSets ( IEnumerable < BeatmapSetInfo > beatmapSets )
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{
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originalBeatmapSetsDetached = beatmapSets . Detach ( ) ;
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if ( selectedBeatmapSet ! = null & & ! originalBeatmapSetsDetached . Contains ( selectedBeatmapSet . BeatmapSet ) )
selectedBeatmapSet = null ;
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var selectedBeatmapBefore = selectedBeatmap ? . BeatmapInfo ;
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CarouselRoot newRoot = new CarouselRoot ( this ) ;
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if ( beatmapsSplitOut )
{
var carouselBeatmapSets = originalBeatmapSetsDetached . SelectMany ( s = > s . Beatmaps ) . Select ( b = >
{
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return createCarouselSet ( new BeatmapSetInfo ( new [ ] { b } )
{
ID = b . BeatmapSet ! . ID ,
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OnlineID = b . BeatmapSet ! . OnlineID ,
Status = b . BeatmapSet ! . Status ,
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} ) ;
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} ) . OfType < CarouselBeatmapSet > ( ) ;
newRoot . AddItems ( carouselBeatmapSets ) ;
}
else
{
var carouselBeatmapSets = originalBeatmapSetsDetached . Select ( createCarouselSet ) . OfType < CarouselBeatmapSet > ( ) ;
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newRoot . AddItems ( carouselBeatmapSets ) ;
}
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root = newRoot ;
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Scroll . Clear ( false ) ;
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itemsCache . Invalidate ( ) ;
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ScrollToSelected ( ) ;
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applyActiveCriteria ( false ) ;
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if ( loadedTestBeatmaps )
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{
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invalidateAfterChange ( ) ;
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BeatmapSetsLoaded = true ;
}
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// Restore selection
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if ( selectedBeatmapBefore ! = null & & newRoot . BeatmapSetsByID . TryGetValue ( selectedBeatmapBefore . BeatmapSet ! . ID , out var newSelectionCandidates ) )
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{
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CarouselBeatmap ? found = newSelectionCandidates . SelectMany ( s = > s . Beatmaps ) . SingleOrDefault ( b = > b . BeatmapInfo . ID = = selectedBeatmapBefore . ID ) ;
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if ( found ! = null )
found . State . Value = CarouselItemState . Selected ;
}
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}
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private readonly List < CarouselItem > visibleItems = new List < CarouselItem > ( ) ;
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private readonly Cached itemsCache = new Cached ( ) ;
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private PendingScrollOperation pendingScrollOperation = PendingScrollOperation . None ;
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public Bindable < bool > RightClickScrollingEnabled = new Bindable < bool > ( ) ;
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public Bindable < RandomSelectAlgorithm > RandomAlgorithm = new Bindable < RandomSelectAlgorithm > ( ) ;
private readonly List < CarouselBeatmapSet > previouslyVisitedRandomSets = new List < CarouselBeatmapSet > ( ) ;
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private readonly List < CarouselBeatmap > randomSelectedBeatmaps = new List < CarouselBeatmap > ( ) ;
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private CarouselRoot root ;
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private IDisposable ? subscriptionSets ;
private IDisposable ? subscriptionBeatmaps ;
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private readonly DrawablePool < DrawableCarouselBeatmapSet > setPool = new DrawablePool < DrawableCarouselBeatmapSet > ( 100 ) ;
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private Sample ? spinSample ;
private Sample ? randomSelectSample ;
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private int visibleSetsCount ;
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public BeatmapCarousel ( )
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{
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root = new CarouselRoot ( this ) ;
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InternalChild = new Container
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{
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RelativeSizeAxes = Axes . Both ,
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Padding = new MarginPadding
{
// Avoid clash between scrollbar and osu! logo.
Top = 10 ,
Bottom = 100 ,
} ,
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Children = new Drawable [ ]
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{
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setPool ,
Scroll = new CarouselScrollContainer
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{
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RelativeSizeAxes = Axes . Both ,
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} ,
noResultsPlaceholder = new NoResultsPlaceholder ( )
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}
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} ;
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}
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[BackgroundDependencyLoader]
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private void load ( OsuConfigManager config , AudioManager audio )
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{
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spinSample = audio . Samples . Get ( "SongSelect/random-spin" ) ;
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randomSelectSample = audio . Samples . Get ( @"SongSelect/select-random" ) ;
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config . BindWith ( OsuSetting . RandomSelectAlgorithm , RandomAlgorithm ) ;
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config . BindWith ( OsuSetting . SongSelectRightMouseScroll , RightClickScrollingEnabled ) ;
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RightClickScrollingEnabled . ValueChanged + = enabled = > Scroll . RightMouseScrollbar = enabled . NewValue ;
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RightClickScrollingEnabled . TriggerChange ( ) ;
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if ( ! loadedTestBeatmaps )
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{
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// This is performing an unnecessary second lookup on realm (in addition to the subscription), but for performance reasons
// we require it to be separate: the subscription's initial callback (with `ChangeSet` of `null`) will run on the update
// thread. If we attempt to detach beatmaps in this callback the game will fall over (it takes time).
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realm . Run ( r = > loadBeatmapSets ( getBeatmapSets ( r ) ) ) ;
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}
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}
[Resolved]
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private RealmAccess realm { get ; set ; } = null ! ;
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/// <summary>
/// Track GUIDs of all sets in realm to allow handling deletions.
/// </summary>
private readonly List < Guid > realmBeatmapSets = new List < Guid > ( ) ;
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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subscriptionSets = realm . RegisterForNotifications ( getBeatmapSets , beatmapSetsChanged ) ;
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subscriptionBeatmaps = realm . RegisterForNotifications ( r = > r . All < BeatmapInfo > ( ) . Where ( b = > ! b . Hidden ) , beatmapsChanged ) ;
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}
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private readonly HashSet < Guid > setsRequiringUpdate = new HashSet < Guid > ( ) ;
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private readonly HashSet < Guid > setsRequiringRemoval = new HashSet < Guid > ( ) ;
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private void beatmapSetsChanged ( IRealmCollection < BeatmapSetInfo > sender , ChangeSet ? changes )
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{
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// If loading test beatmaps, avoid overwriting with realm subscription callbacks.
if ( loadedTestBeatmaps )
return ;
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if ( changes = = null )
{
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realmBeatmapSets . Clear ( ) ;
realmBeatmapSets . AddRange ( sender . Select ( r = > r . ID ) ) ;
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if ( originalBeatmapSetsDetached . Count > 0 & & sender . Count = = 0 )
{
// Usually we'd reset stuff here, but doing so triggers a silly flow which ends up deadlocking realm.
// Additionally, user should not be at song select when realm is blocking all operations in the first place.
//
// Note that due to the catch-up logic below, once operations are restored we will still be in a roughly
// correct state. The only things that this return will change is the carousel will not empty *during* the blocking
// operation.
return ;
}
// Do a full two-way check for missing (or incorrectly present) beatmaps.
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// Let's assume that the worst that can happen is deletions or additions.
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setsRequiringRemoval . Clear ( ) ;
setsRequiringUpdate . Clear ( ) ;
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foreach ( Guid id in realmBeatmapSets )
{
if ( ! root . BeatmapSetsByID . ContainsKey ( id ) )
setsRequiringUpdate . Add ( id ) ;
}
foreach ( Guid id in root . BeatmapSetsByID . Keys )
{
if ( ! realmBeatmapSets . Contains ( id ) )
setsRequiringRemoval . Add ( id ) ;
}
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}
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else
{
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foreach ( int i in changes . DeletedIndices . OrderDescending ( ) )
{
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Guid id = realmBeatmapSets [ i ] ;
setsRequiringRemoval . Add ( id ) ;
setsRequiringUpdate . Remove ( id ) ;
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realmBeatmapSets . RemoveAt ( i ) ;
}
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foreach ( int i in changes . InsertedIndices )
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{
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Guid id = sender [ i ] . ID ;
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setsRequiringRemoval . Remove ( id ) ;
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setsRequiringUpdate . Add ( id ) ;
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realmBeatmapSets . Insert ( i , id ) ;
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}
foreach ( int i in changes . NewModifiedIndices )
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setsRequiringUpdate . Add ( sender [ i ] . ID ) ;
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}
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Scheduler . AddOnce ( processBeatmapChanges ) ;
}
// All local operations must be scheduled.
//
// If we don't schedule, beatmaps getting changed while song select is suspended (ie. last played being updated)
// will cause unexpected sounds and operations to occur in the background.
private void processBeatmapChanges ( )
{
try
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{
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foreach ( var set in setsRequiringRemoval ) removeBeatmapSet ( set ) ;
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foreach ( var set in setsRequiringUpdate ) updateBeatmapSet ( fetchFromID ( set ) ! ) ;
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if ( setsRequiringRemoval . Count > 0 & & SelectedBeatmapInfo ! = null )
{
// If SelectedBeatmapInfo is non-null, the set should also be non-null.
Debug . Assert ( SelectedBeatmapSet ! = null ) ;
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// To handle the beatmap update flow, attempt to track selection changes across delete-insert transactions.
// When an update occurs, the previous beatmap set is either soft or hard deleted.
// Check if the current selection was potentially deleted by re-querying its validity.
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bool selectedSetMarkedDeleted = fetchFromID ( SelectedBeatmapSet . ID ) ? . DeletePending ! = false ;
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if ( selectedSetMarkedDeleted & & setsRequiringUpdate . Any ( ) )
{
// If it is no longer valid, make the bold assumption that an updated version will be available in the modified/inserted indices.
// This relies on the full update operation being in a single transaction, so please don't change that.
foreach ( var set in setsRequiringUpdate )
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{
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foreach ( var beatmapInfo in fetchFromID ( set ) ! . Beatmaps )
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{
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if ( ! ( ( IBeatmapMetadataInfo ) beatmapInfo . Metadata ) . Equals ( SelectedBeatmapInfo . Metadata ) ) continue ;
// Best effort matching. We can't use ID because in the update flow a new version will get its own GUID.
if ( beatmapInfo . DifficultyName = = SelectedBeatmapInfo . DifficultyName )
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{
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SelectBeatmap ( beatmapInfo ) ;
return ;
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}
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}
}
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// If a direct selection couldn't be made, it's feasible that the difficulty name (or beatmap metadata) changed.
// Let's attempt to follow set-level selection anyway.
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SelectBeatmap ( fetchFromID ( setsRequiringUpdate . First ( ) ) ! . Beatmaps . First ( ) ) ;
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}
}
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}
finally
{
BeatmapSetsLoaded = true ;
invalidateAfterChange ( ) ;
}
setsRequiringRemoval . Clear ( ) ;
setsRequiringUpdate . Clear ( ) ;
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BeatmapSetInfo ? fetchFromID ( Guid id ) = > realm . Realm . Find < BeatmapSetInfo > ( id ) ;
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}
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private void beatmapsChanged ( IRealmCollection < BeatmapInfo > sender , ChangeSet ? changes )
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{
// we only care about actual changes in hidden status.
if ( changes = = null )
return ;
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bool changed = false ;
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foreach ( int i in changes . InsertedIndices )
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{
var beatmapInfo = sender [ i ] ;
var beatmapSet = beatmapInfo . BeatmapSet ;
Debug . Assert ( beatmapSet ! = null ) ;
// Only require to action here if the beatmap is missing.
// This avoids processing these events unnecessarily when new beatmaps are imported, for example.
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if ( root . BeatmapSetsByID . TryGetValue ( beatmapSet . ID , out var existingSets )
& & existingSets . SelectMany ( s = > s . Beatmaps ) . All ( b = > b . BeatmapInfo . ID ! = beatmapInfo . ID ) )
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{
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updateBeatmapSet ( beatmapSet . Detach ( ) ) ;
changed = true ;
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}
}
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if ( changed )
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invalidateAfterChange ( ) ;
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}
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private IQueryable < BeatmapSetInfo > getBeatmapSets ( Realm realm ) = > realm . All < BeatmapSetInfo > ( ) . Where ( s = > ! s . DeletePending & & ! s . Protected ) ;
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public void RemoveBeatmapSet ( BeatmapSetInfo beatmapSet ) = > Schedule ( ( ) = >
{
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removeBeatmapSet ( beatmapSet . ID ) ;
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invalidateAfterChange ( ) ;
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} ) ;
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private void removeBeatmapSet ( Guid beatmapSetID )
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{
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if ( ! root . BeatmapSetsByID . TryGetValue ( beatmapSetID , out var existingSets ) )
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return ;
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originalBeatmapSetsDetached . RemoveAll ( set = > set . ID = = beatmapSetID ) ;
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foreach ( var set in existingSets )
{
foreach ( var beatmap in set . Beatmaps )
randomSelectedBeatmaps . Remove ( beatmap ) ;
previouslyVisitedRandomSets . Remove ( set ) ;
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root . RemoveItem ( set ) ;
}
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}
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public void UpdateBeatmapSet ( BeatmapSetInfo beatmapSet )
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{
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beatmapSet = beatmapSet . Detach ( ) ;
Schedule ( ( ) = >
{
updateBeatmapSet ( beatmapSet ) ;
invalidateAfterChange ( ) ;
} ) ;
}
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private void updateBeatmapSet ( BeatmapSetInfo beatmapSet )
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{
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beatmapSet = beatmapSet . Detach ( ) ;
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originalBeatmapSetsDetached . RemoveAll ( set = > set . ID = = beatmapSet . ID ) ;
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originalBeatmapSetsDetached . Add ( beatmapSet ) ;
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var newSets = new List < CarouselBeatmapSet > ( ) ;
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if ( beatmapsSplitOut )
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{
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foreach ( var beatmap in beatmapSet . Beatmaps )
{
var newSet = createCarouselSet ( new BeatmapSetInfo ( new [ ] { beatmap } )
{
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ID = beatmapSet . ID ,
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OnlineID = beatmapSet . OnlineID ,
Status = beatmapSet . Status ,
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} ) ;
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if ( newSet ! = null )
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newSets . Add ( newSet ) ;
}
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}
else
{
var newSet = createCarouselSet ( beatmapSet ) ;
if ( newSet ! = null )
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newSets . Add ( newSet ) ;
}
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var removedSets = root . ReplaceItem ( beatmapSet , newSets ) ;
// If we don't remove these here, it may remain in a hidden state until scrolled off screen.
// Doesn't really affect anything during actual user interaction, but makes testing annoying.
foreach ( var removedSet in removedSets )
{
var removedDrawable = Scroll . FirstOrDefault ( c = > c . Item = = removedSet ) ;
if ( removedDrawable ! = null )
expirePanelImmediately ( removedDrawable ) ;
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}
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}
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/// <summary>
/// Selects a given beatmap on the carousel.
/// </summary>
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/// <param name="beatmapInfo">The beatmap to select.</param>
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/// <param name="bypassFilters">Whether to select the beatmap even if it is filtered (i.e., not visible on carousel).</param>
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/// <returns>True if a selection was made, False if it wasn't.</returns>
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public bool SelectBeatmap ( BeatmapInfo ? beatmapInfo , bool bypassFilters = true )
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{
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// ensure that any pending events from BeatmapManager have been run before attempting a selection.
Scheduler . Update ( ) ;
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if ( beatmapInfo ? . Hidden ! = false )
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return false ;
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foreach ( CarouselBeatmapSet set in beatmapSets )
{
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if ( ! bypassFilters & & set . Filtered . Value )
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continue ;
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var item = set . Beatmaps . FirstOrDefault ( p = > p . BeatmapInfo . Equals ( beatmapInfo ) ) ;
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if ( item = = null )
// The beatmap that needs to be selected doesn't exist in this set
continue ;
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if ( ! bypassFilters & & item . Filtered . Value )
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return false ;
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select ( item ) ;
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// if we got here and the set is filtered, it means we were bypassing filters.
// in this case, reapplying the filter is necessary to ensure the panel is in the correct place
// (since it is forcefully being included in the carousel).
if ( set . Filtered . Value )
{
Debug . Assert ( bypassFilters ) ;
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applyActiveCriteria ( false ) ;
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}
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return true ;
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}
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return false ;
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}
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/// <summary>
/// Increment selection in the carousel in a chosen direction.
/// </summary>
/// <param name="direction">The direction to increment. Negative is backwards.</param>
/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
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public void SelectNext ( int direction = 1 , bool skipDifficulties = true )
{
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if ( beatmapSets . All ( s = > s . Filtered . Value ) )
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return ;
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if ( skipDifficulties )
selectNextSet ( direction , true ) ;
else
selectNextDifficulty ( direction ) ;
}
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private void selectNextSet ( int direction , bool skipDifficulties )
{
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if ( selectedBeatmap = = null | | selectedBeatmapSet = = null )
return ;
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var unfilteredSets = beatmapSets . Where ( s = > ! s . Filtered . Value ) . ToList ( ) ;
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var nextSet = unfilteredSets [ ( unfilteredSets . IndexOf ( selectedBeatmapSet ) + direction + unfilteredSets . Count ) % unfilteredSets . Count ] ;
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if ( skipDifficulties )
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select ( nextSet ) ;
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else
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select ( direction > 0 ? nextSet . Beatmaps . First ( b = > ! b . Filtered . Value ) : nextSet . Beatmaps . Last ( b = > ! b . Filtered . Value ) ) ;
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}
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private void selectNextDifficulty ( int direction )
{
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if ( selectedBeatmap = = null | | selectedBeatmapSet = = null )
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return ;
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var unfilteredDifficulties = selectedBeatmapSet . Items . Where ( s = > ! s . Filtered . Value ) . ToList ( ) ;
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int index = unfilteredDifficulties . IndexOf ( selectedBeatmap ) ;
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if ( index + direction < 0 | | index + direction > = unfilteredDifficulties . Count )
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selectNextSet ( direction , false ) ;
else
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select ( unfilteredDifficulties [ index + direction ] ) ;
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}
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/// <summary>
/// Select the next beatmap in the random sequence.
/// </summary>
/// <returns>True if a selection could be made, else False.</returns>
public bool SelectNextRandom ( )
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{
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if ( ! AllowSelection )
return false ;
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var visibleSets = beatmapSets . Where ( s = > ! s . Filtered . Value ) . ToList ( ) ;
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visibleSetsCount = visibleSets . Count ;
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if ( ! visibleSets . Any ( ) )
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return false ;
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if ( selectedBeatmap ! = null & & selectedBeatmapSet ! = null )
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{
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randomSelectedBeatmaps . Add ( selectedBeatmap ) ;
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// when performing a random, we want to add the current set to the previously visited list
// else the user may be "randomised" to the existing selection.
if ( previouslyVisitedRandomSets . LastOrDefault ( ) ! = selectedBeatmapSet )
previouslyVisitedRandomSets . Add ( selectedBeatmapSet ) ;
}
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CarouselBeatmapSet set ;
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if ( RandomAlgorithm . Value = = RandomSelectAlgorithm . RandomPermutation )
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{
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var notYetVisitedSets = visibleSets . Except ( previouslyVisitedRandomSets ) . ToList ( ) ;
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if ( ! notYetVisitedSets . Any ( ) )
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{
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previouslyVisitedRandomSets . RemoveAll ( s = > visibleSets . Contains ( s ) ) ;
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notYetVisitedSets = visibleSets ;
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}
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set = notYetVisitedSets . ElementAt ( RNG . Next ( notYetVisitedSets . Count ) ) ;
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previouslyVisitedRandomSets . Add ( set ) ;
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}
else
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set = visibleSets . ElementAt ( RNG . Next ( visibleSets . Count ) ) ;
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if ( selectedBeatmapSet ! = null )
playSpinSample ( distanceBetween ( set , selectedBeatmapSet ) ) ;
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select ( set ) ;
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return true ;
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}
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public void SelectPreviousRandom ( )
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{
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while ( randomSelectedBeatmaps . Any ( ) )
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{
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var beatmap = randomSelectedBeatmaps [ ^ 1 ] ;
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randomSelectedBeatmaps . RemoveAt ( randomSelectedBeatmaps . Count - 1 ) ;
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if ( ! beatmap . Filtered . Value & & beatmap . BeatmapInfo . BeatmapSet ? . DeletePending ! = true )
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{
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if ( selectedBeatmapSet ! = null )
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{
if ( RandomAlgorithm . Value = = RandomSelectAlgorithm . RandomPermutation )
previouslyVisitedRandomSets . Remove ( selectedBeatmapSet ) ;
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playSpinSample ( distanceBetween ( beatmap , selectedBeatmapSet ) ) ;
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}
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select ( beatmap ) ;
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break ;
}
}
}
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private double distanceBetween ( CarouselItem item1 , CarouselItem item2 ) = > Math . Ceiling ( Math . Abs ( item1 . CarouselYPosition - item2 . CarouselYPosition ) / DrawableCarouselItem . MAX_HEIGHT ) ;
private void playSpinSample ( double distance )
{
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var chan = spinSample ? . GetChannel ( ) ;
if ( chan ! = null )
{
chan . Frequency . Value = 1f + Math . Min ( 1f , distance / visibleSetsCount ) ;
chan . Play ( ) ;
}
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randomSelectSample ? . Play ( ) ;
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}
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private void select ( CarouselItem ? item )
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{
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if ( ! AllowSelection )
return ;
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if ( item = = null ) return ;
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item . State . Value = CarouselItemState . Selected ;
}
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private FilterCriteria activeCriteria = new FilterCriteria ( ) ;
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protected ScheduledDelegate ? PendingFilter ;
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public bool AllowSelection = true ;
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/// <summary>
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/// Half the height of the visible content.
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/// <remarks>
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/// This is different from the height of <see cref="ScrollContainer{T}"/>.displayableContent, since
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/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
/// </remarks>
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/// </summary>
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private float visibleHalfHeight = > ( DrawHeight + BleedBottom + BleedTop ) / 2 ;
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/// <summary>
/// The position of the lower visible bound with respect to the current scroll position.
/// </summary>
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private float visibleBottomBound = > Scroll . Current + DrawHeight + BleedBottom ;
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/// <summary>
/// The position of the upper visible bound with respect to the current scroll position.
/// </summary>
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private float visibleUpperBound = > Scroll . Current - BleedTop ;
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public void FlushPendingFilterOperations ( )
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{
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if ( ! IsLoaded )
return ;
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if ( PendingFilter ? . Completed = = false )
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{
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applyActiveCriteria ( false ) ;
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Update ( ) ;
}
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}
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public void Filter ( FilterCriteria ? newCriteria , bool debounce = true )
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{
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if ( newCriteria ! = null )
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activeCriteria = newCriteria ;
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applyActiveCriteria ( debounce ) ;
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}
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private bool beatmapsSplitOut ;
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private void applyActiveCriteria ( bool debounce , bool alwaysResetScrollPosition = true )
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{
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PendingFilter ? . Cancel ( ) ;
PendingFilter = null ;
if ( debounce )
PendingFilter = Scheduler . AddDelayed ( perform , 250 ) ;
else
{
// if initial load is not yet finished, this will be run inline in loadBeatmapSets to ensure correct order of operation.
if ( ! BeatmapSetsLoaded )
PendingFilter = Schedule ( perform ) ;
else
perform ( ) ;
}
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void perform ( )
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{
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PendingFilter = null ;
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if ( activeCriteria . SplitOutDifficulties ! = beatmapsSplitOut )
{
beatmapsSplitOut = activeCriteria . SplitOutDifficulties ;
loadBeatmapSets ( originalBeatmapSetsDetached ) ;
return ;
}
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root . Filter ( activeCriteria ) ;
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itemsCache . Invalidate ( ) ;
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if ( alwaysResetScrollPosition | | ! Scroll . UserScrolling )
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ScrollToSelected ( true ) ;
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FilterApplied ? . Invoke ( ) ;
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}
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}
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private void invalidateAfterChange ( )
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{
itemsCache . Invalidate ( ) ;
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if ( ! Scroll . UserScrolling )
ScrollToSelected ( true ) ;
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BeatmapSetsChanged ? . Invoke ( ) ;
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}
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private float? scrollTarget ;
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/// <summary>
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/// Scroll to the current <see cref="SelectedBeatmapInfo"/>.
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/// </summary>
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/// <param name="immediate">
/// Whether the scroll position should immediately be shifted to the target, delegating animation to visible panels.
/// This should be true for operations like filtering - where panels are changing visibility state - to avoid large jumps in animation.
/// </param>
public void ScrollToSelected ( bool immediate = false ) = >
pendingScrollOperation = immediate ? PendingScrollOperation . Immediate : PendingScrollOperation . Standard ;
2018-04-13 17:19:50 +08:00
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#region Button selection logic
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public bool OnPressed ( KeyBindingPressEvent < GlobalAction > e )
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{
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switch ( e . Action )
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{
case GlobalAction . SelectNext :
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case GlobalAction . SelectNextGroup :
SelectNext ( 1 , e . Action = = GlobalAction . SelectNextGroup ) ;
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return true ;
case GlobalAction . SelectPrevious :
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case GlobalAction . SelectPreviousGroup :
SelectNext ( - 1 , e . Action = = GlobalAction . SelectPreviousGroup ) ;
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return true ;
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}
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2020-03-02 17:55:28 +08:00
return false ;
}
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public void OnReleased ( KeyBindingReleaseEvent < GlobalAction > e )
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{
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}
#endregion
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protected override bool OnInvalidate ( Invalidation invalidation , InvalidationSource source )
{
// handles the vertical size of the carousel changing (ie. on window resize when aspect ratio has changed).
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if ( invalidation . HasFlag ( Invalidation . DrawSize ) )
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itemsCache . Invalidate ( ) ;
return base . OnInvalidate ( invalidation , source ) ;
}
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protected override void Update ( )
{
base . Update ( ) ;
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bool revalidateItems = ! itemsCache . IsValid ;
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// First we iterate over all non-filtered carousel items and populate their
// vertical position data.
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if ( revalidateItems )
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{
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updateYPositions ( ) ;
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if ( visibleItems . Count = = 0 )
{
noResultsPlaceholder . Filter = activeCriteria ;
noResultsPlaceholder . Show ( ) ;
}
else
noResultsPlaceholder . Hide ( ) ;
}
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// if there is a pending scroll action we apply it without animation and transfer the difference in position to the panels.
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// this is intentionally applied before updating the visible range below, to avoid animating new items (sourced from pool) from locations off-screen, as it looks bad.
if ( pendingScrollOperation ! = PendingScrollOperation . None )
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updateScrollPosition ( ) ;
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// This data is consumed to find the currently displayable range.
// This is the range we want to keep drawables for, and should exceed the visible range slightly to avoid drawable churn.
var newDisplayRange = getDisplayRange ( ) ;
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// If the filtered items or visible range has changed, pooling requirements need to be checked.
// This involves fetching new items from the pool, returning no-longer required items.
if ( revalidateItems | | newDisplayRange ! = displayedRange )
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{
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displayedRange = newDisplayRange ;
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if ( visibleItems . Count > 0 )
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{
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var toDisplay = visibleItems . GetRange ( displayedRange . first , displayedRange . last - displayedRange . first + 1 ) ;
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foreach ( var panel in Scroll )
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{
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Debug . Assert ( panel . Item ! = null ) ;
if ( toDisplay . Remove ( panel . Item ) )
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{
// panel already displayed.
continue ;
}
// panel loaded as drawable but not required by visible range.
// remove but only if too far off-screen
if ( panel . Y + panel . DrawHeight < visibleUpperBound - distance_offscreen_before_unload | | panel . Y > visibleBottomBound + distance_offscreen_before_unload )
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expirePanelImmediately ( panel ) ;
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}
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// Add those items within the previously found index range that should be displayed.
foreach ( var item in toDisplay )
{
var panel = setPool . Get ( p = > p . Item = item ) ;
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panel . Y = item . CarouselYPosition ;
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Scroll . Add ( panel ) ;
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}
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}
}
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// Update externally controlled state of currently visible items (e.g. x-offset and opacity).
// This is a per-frame update on all drawable panels.
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foreach ( DrawableCarouselItem item in Scroll )
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{
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updateItem ( item ) ;
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Debug . Assert ( item . Item ! = null ) ;
if ( item . Item . Visible )
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{
bool isSelected = item . Item . State . Value = = CarouselItemState . Selected ;
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bool hasPassedSelection = item . Item . CarouselYPosition < selectedBeatmapSet ? . CarouselYPosition ;
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// Cheap way of doing animations when entering / exiting song select.
const double half_time = 50 ;
const float panel_x_offset_when_inactive = 200 ;
if ( isSelected | | AllowSelection )
{
item . Alpha = ( float ) Interpolation . DampContinuously ( item . Alpha , 1 , half_time , Clock . ElapsedFrameTime ) ;
item . X = ( float ) Interpolation . DampContinuously ( item . X , 0 , half_time , Clock . ElapsedFrameTime ) ;
}
else
{
item . Alpha = ( float ) Interpolation . DampContinuously ( item . Alpha , 0 , half_time , Clock . ElapsedFrameTime ) ;
item . X = ( float ) Interpolation . DampContinuously ( item . X , panel_x_offset_when_inactive , half_time , Clock . ElapsedFrameTime ) ;
}
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Scroll . ChangeChildDepth ( item , hasPassedSelection ? - item . Item . CarouselYPosition : item . Item . CarouselYPosition ) ;
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}
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if ( item is DrawableCarouselBeatmapSet set )
{
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foreach ( var diff in set . DrawableBeatmaps )
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updateItem ( diff , item ) ;
}
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}
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}
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private static void expirePanelImmediately ( DrawableCarouselItem panel )
{
// may want a fade effect here (could be seen if a huge change happens, like a set with 20 difficulties becomes selected).
panel . ClearTransforms ( ) ;
panel . Expire ( ) ;
}
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private readonly CarouselBoundsItem carouselBoundsItem = new CarouselBoundsItem ( ) ;
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private ( int firstIndex , int lastIndex ) getDisplayRange ( )
{
// Find index range of all items that should be on-screen
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carouselBoundsItem . CarouselYPosition = visibleUpperBound - distance_offscreen_to_preload ;
int firstIndex = visibleItems . BinarySearch ( carouselBoundsItem ) ;
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if ( firstIndex < 0 ) firstIndex = ~ firstIndex ;
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carouselBoundsItem . CarouselYPosition = visibleBottomBound + distance_offscreen_to_preload ;
int lastIndex = visibleItems . BinarySearch ( carouselBoundsItem ) ;
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if ( lastIndex < 0 ) lastIndex = ~ lastIndex ;
// as we can't be 100% sure on the size of individual carousel drawables,
// always play it safe and extend bounds by one.
firstIndex = Math . Max ( 0 , firstIndex - 1 ) ;
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lastIndex = Math . Clamp ( lastIndex + 1 , firstIndex , Math . Max ( 0 , visibleItems . Count - 1 ) ) ;
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return ( firstIndex , lastIndex ) ;
}
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private CarouselBeatmapSet ? createCarouselSet ( BeatmapSetInfo beatmapSet )
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{
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// This can be moved to the realm query if required using:
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// .Filter("DeletePending == false && Protected == false && ANY Beatmaps.Hidden == false")
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//
// As long as we are detaching though, it makes more sense to do it here as adding to the realm query has an overhead
// as seen at https://github.com/realm/realm-dotnet/discussions/2773#discussioncomment-2004275.
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if ( beatmapSet . Beatmaps . All ( b = > b . Hidden ) )
return null ;
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var set = new CarouselBeatmapSet ( beatmapSet )
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{
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GetRecommendedBeatmap = beatmaps = > GetRecommendedBeatmap ? . Invoke ( beatmaps )
} ;
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foreach ( var c in set . Beatmaps )
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{
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c . State . ValueChanged + = state = >
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{
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if ( state . NewValue = = CarouselItemState . Selected )
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{
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selectedBeatmapSet = set ;
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SelectionChanged ? . Invoke ( c . BeatmapInfo ) ;
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itemsCache . Invalidate ( ) ;
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ScrollToSelected ( ) ;
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}
} ;
}
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return set ;
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}
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/// <summary>
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/// Computes the target Y positions for every item in the carousel.
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/// </summary>
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/// <returns>The Y position of the currently selected item.</returns>
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private void updateYPositions ( )
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{
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visibleItems . Clear ( ) ;
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float currentY = visibleHalfHeight ;
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scrollTarget = null ;
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foreach ( CarouselItem item in root . Items )
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{
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if ( item . Filtered . Value )
continue ;
switch ( item )
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{
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case CarouselBeatmapSet set :
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{
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bool isSelected = item . State . Value = = CarouselItemState . Selected ;
float padding = isSelected ? 5 : - 5 ;
if ( isSelected )
// double padding because we want to cancel the negative padding from the last item.
currentY + = padding * 2 ;
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visibleItems . Add ( set ) ;
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set . CarouselYPosition = currentY ;
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if ( isSelected )
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{
// scroll position at currentY makes the set panel appear at the very top of the carousel's screen space
// move down by half of visible height (height of the carousel's visible extent, including semi-transparent areas)
// then reapply the top semi-transparent area (because carousel's screen space starts below it)
scrollTarget = currentY + DrawableCarouselBeatmapSet . HEIGHT - visibleHalfHeight + BleedTop ;
foreach ( var b in set . Beatmaps )
{
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if ( ! b . Visible )
continue ;
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if ( b . State . Value = = CarouselItemState . Selected )
{
scrollTarget + = b . TotalHeight / 2 ;
break ;
}
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scrollTarget + = b . TotalHeight ;
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}
}
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currentY + = set . TotalHeight + padding ;
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break ;
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}
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}
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}
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currentY + = visibleHalfHeight ;
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Scroll . ScrollContent . Height = currentY ;
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itemsCache . Validate ( ) ;
// update and let external consumers know about selection loss.
if ( BeatmapSetsLoaded )
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{
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bool selectionLost = selectedBeatmapSet ! = null & & selectedBeatmapSet . State . Value ! = CarouselItemState . Selected ;
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if ( selectionLost )
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{
selectedBeatmapSet = null ;
SelectionChanged ? . Invoke ( null ) ;
}
}
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}
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private bool firstScroll = true ;
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private void updateScrollPosition ( )
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{
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if ( scrollTarget ! = null )
{
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if ( firstScroll )
{
// reduce movement when first displaying the carousel.
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Scroll . ScrollTo ( scrollTarget . Value - 200 , false ) ;
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firstScroll = false ;
}
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switch ( pendingScrollOperation )
{
case PendingScrollOperation . Standard :
Scroll . ScrollTo ( scrollTarget . Value ) ;
break ;
case PendingScrollOperation . Immediate :
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// in order to simplify animation logic, rather than using the animated version of ScrollTo,
// we take the difference in scroll height and apply to all visible panels.
// this avoids edge cases like when the visible panels is reduced suddenly, causing ScrollContainer
// to enter clamp-special-case mode where it animates completely differently to normal.
float scrollChange = scrollTarget . Value - Scroll . Current ;
Scroll . ScrollTo ( scrollTarget . Value , false ) ;
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foreach ( var i in Scroll )
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i . Y + = scrollChange ;
break ;
}
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pendingScrollOperation = PendingScrollOperation . None ;
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}
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}
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/// <summary>
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/// Computes the x-offset of currently visible items. Makes the carousel appear round.
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/// </summary>
/// <param name="dist">
/// Vertical distance from the center of the carousel container
/// ranging from -1 to 1.
/// </param>
/// <param name="halfHeight">Half the height of the carousel container.</param>
private static float offsetX ( float dist , float halfHeight )
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{
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// The radius of the circle the carousel moves on.
const float circle_radius = 3 ;
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float discriminant = MathF . Max ( 0 , circle_radius * circle_radius - dist * dist ) ;
float x = ( circle_radius - MathF . Sqrt ( discriminant ) ) * halfHeight ;
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return 125 + x ;
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}
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/// <summary>
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/// Update a item's x position and multiplicative alpha based on its y position and
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/// the current scroll position.
/// </summary>
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/// <param name="item">The item to be updated.</param>
/// <param name="parent">For nested items, the parent of the item to be updated.</param>
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private void updateItem ( DrawableCarouselItem item , DrawableCarouselItem ? parent = null )
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{
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Vector2 posInScroll = Scroll . ScrollContent . ToLocalSpace ( item . Header . ScreenSpaceDrawQuad . Centre ) ;
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float itemDrawY = posInScroll . Y - visibleUpperBound ;
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float dist = Math . Abs ( 1f - itemDrawY / visibleHalfHeight ) ;
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// adjusting the item's overall X position can cause it to become masked away when
// child items (difficulties) are still visible.
item . Header . X = offsetX ( dist , visibleHalfHeight ) - ( parent ? . X ? ? 0 ) ;
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// We are applying a multiplicative alpha (which is internally done by nesting an
// additional container and setting that container's alpha) such that we can
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// layer alpha transformations on top.
item . SetMultiplicativeAlpha ( Math . Clamp ( 1.75f - 1.5f * dist , 0 , 1 ) ) ;
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}
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private enum PendingScrollOperation
{
None ,
Standard ,
Immediate ,
}
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/// <summary>
/// A carousel item strictly used for binary search purposes.
/// </summary>
private class CarouselBoundsItem : CarouselItem
{
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public override DrawableCarouselItem CreateDrawableRepresentation ( ) = > throw new NotImplementedException ( ) ;
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}
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private class CarouselRoot : CarouselGroupEagerSelect
{
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// May only be null during construction (State.Value set causes PerformSelection to be triggered).
private readonly BeatmapCarousel ? carousel ;
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public readonly Dictionary < Guid , List < CarouselBeatmapSet > > BeatmapSetsByID = new Dictionary < Guid , List < CarouselBeatmapSet > > ( ) ;
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public CarouselRoot ( BeatmapCarousel carousel )
{
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// root should always remain selected. if not, PerformSelection will not be called.
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State . Value = CarouselItemState . Selected ;
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State . ValueChanged + = _ = > State . Value = CarouselItemState . Selected ;
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this . carousel = carousel ;
}
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public override void AddItem ( CarouselItem i )
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{
CarouselBeatmapSet set = ( CarouselBeatmapSet ) i ;
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if ( BeatmapSetsByID . TryGetValue ( set . BeatmapSet . ID , out var sets ) )
sets . Add ( set ) ;
else
BeatmapSetsByID . Add ( set . BeatmapSet . ID , new List < CarouselBeatmapSet > { set } ) ;
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base . AddItem ( i ) ;
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}
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/// <summary>
/// A special method to handle replace operations (general for updating a beatmap).
/// Avoids event-driven selection flip-flopping during the remove/add process.
/// </summary>
/// <param name="oldItem">The beatmap set to be replaced.</param>
/// <param name="newItems">All new items to replace the removed beatmap set.</param>
/// <returns>All removed items, for any further processing.</returns>
public IEnumerable < CarouselBeatmapSet > ReplaceItem ( BeatmapSetInfo oldItem , List < CarouselBeatmapSet > newItems )
{
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var previousSelection = ( LastSelected as CarouselBeatmapSet ) ? . Beatmaps
. FirstOrDefault ( s = > s . State . Value = = CarouselItemState . Selected )
? . BeatmapInfo ;
bool wasSelected = previousSelection ? . BeatmapSet ? . ID = = oldItem . ID ;
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// Without doing this, the removal of the old beatmap will cause carousel's eager selection
// logic to invoke, causing one unnecessary selection.
DisableSelection = true ;
var removedSets = RemoveItemsByID ( oldItem . ID ) ;
DisableSelection = false ;
foreach ( var set in newItems )
AddItem ( set ) ;
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// Check if we can/need to maintain our current selection.
if ( wasSelected )
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{
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CarouselBeatmap ? matchingBeatmap = newItems . SelectMany ( s = > s . Beatmaps )
. FirstOrDefault ( b = > b . BeatmapInfo . ID = = previousSelection ? . ID ) ;
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if ( matchingBeatmap ! = null )
matchingBeatmap . State . Value = CarouselItemState . Selected ;
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}
return removedSets ;
}
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public IEnumerable < CarouselBeatmapSet > RemoveItemsByID ( Guid beatmapSetID )
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{
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if ( BeatmapSetsByID . TryGetValue ( beatmapSetID , out var carouselBeatmapSets ) )
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{
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foreach ( var set in carouselBeatmapSets )
RemoveItem ( set ) ;
return carouselBeatmapSets ;
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}
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return Enumerable . Empty < CarouselBeatmapSet > ( ) ;
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}
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public override void RemoveItem ( CarouselItem i )
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{
CarouselBeatmapSet set = ( CarouselBeatmapSet ) i ;
BeatmapSetsByID . Remove ( set . BeatmapSet . ID ) ;
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base . RemoveItem ( i ) ;
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}
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protected override void PerformSelection ( )
{
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if ( LastSelected = = null )
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carousel ? . SelectNextRandom ( ) ;
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else
base . PerformSelection ( ) ;
}
}
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public partial class CarouselScrollContainer : UserTrackingScrollContainer < DrawableCarouselItem >
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{
private bool rightMouseScrollBlocked ;
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public override bool ReceivePositionalInputAt ( Vector2 screenSpacePos ) = > true ;
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public CarouselScrollContainer ( )
{
// size is determined by the carousel itself, due to not all content necessarily being loaded.
ScrollContent . AutoSizeAxes = Axes . None ;
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// the scroll container may get pushed off-screen by global screen changes, but we still want panels to display outside of the bounds.
Masking = false ;
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}
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protected override bool OnMouseDown ( MouseDownEvent e )
{
if ( e . Button = = MouseButton . Right )
{
// we need to block right click absolute scrolling when hovering a carousel item so context menus can display.
// this can be reconsidered when we have an alternative to right click scrolling.
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if ( GetContainingInputManager ( ) ! . HoveredDrawables . OfType < DrawableCarouselItem > ( ) . Any ( ) )
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{
rightMouseScrollBlocked = true ;
return false ;
}
}
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rightMouseScrollBlocked = false ;
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return base . OnMouseDown ( e ) ;
}
protected override bool OnDragStart ( DragStartEvent e )
{
if ( rightMouseScrollBlocked )
return false ;
return base . OnDragStart ( e ) ;
}
}
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
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subscriptionSets ? . Dispose ( ) ;
subscriptionBeatmaps ? . Dispose ( ) ;
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}
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}
}