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Streamline panel selection event logic.
Was previously firing multiple times where it was completely unnecessary. Also had bidirection firing going on.
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@ -17,7 +17,7 @@ namespace osu.Game.Beatmaps.Drawables
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/// <summary>
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/// Fires when one of our difficulties was selected. Will fire on first expand.
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/// </summary>
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public Action<BeatmapGroup, BeatmapInfo> SelectionChanged;
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public Action<BeatmapGroup, BeatmapPanel> SelectionChanged;
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/// <summary>
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/// Fires when one of our difficulties is clicked when already selected. Should start playing the map.
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@ -89,8 +89,6 @@ namespace osu.Game.Beatmaps.Drawables
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//we want to make sure one of our children is selected in the case none have been selected yet.
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if (SelectedPanel == null)
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BeatmapPanels.First().State = PanelSelectedState.Selected;
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else
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SelectionChanged?.Invoke(this, SelectedPanel.Beatmap);
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}
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private void panelGainedSelection(BeatmapPanel panel)
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@ -106,7 +104,7 @@ namespace osu.Game.Beatmaps.Drawables
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finally
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{
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State = BeatmapGroupState.Expanded;
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SelectionChanged?.Invoke(this, panel.Beatmap);
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SelectionChanged?.Invoke(this, SelectedPanel);
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}
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}
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}
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@ -120,7 +120,7 @@ namespace osu.Game.Screens.Select
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public void RemoveBeatmap(BeatmapSetInfo info) => removeGroup(groups.Find(b => b.BeatmapSet.ID == info.ID));
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public Action<BeatmapGroup, BeatmapInfo> SelectionChanged;
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public Action<BeatmapInfo> SelectionChanged;
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public Action StartRequested;
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@ -230,7 +230,7 @@ namespace osu.Game.Screens.Select
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return new BeatmapGroup(beatmapSet, database)
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{
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SelectionChanged = SelectionChanged,
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SelectionChanged = (g, p) => selectGroup(g, p),
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StartRequested = b => StartRequested?.Invoke(),
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State = BeatmapGroupState.Collapsed
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};
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@ -345,6 +345,8 @@ namespace osu.Game.Screens.Select
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float selectedY = computeYPositions(animated);
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ScrollTo(selectedY, animated);
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SelectionChanged?.Invoke(panel.Beatmap);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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@ -300,7 +300,7 @@ namespace osu.Game.Screens.Select
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/// <summary>
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/// selection has been changed as the result of interaction with the carousel.
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/// </summary>
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private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap)
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private void selectionChanged(BeatmapInfo beatmap)
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{
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bool beatmapSetChange = false;
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