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Bring logic up-to-date
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parent
a146db0e35
commit
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@ -834,16 +834,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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for (int i = 0; i < makeThisManyGroups; i++)
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for (int i = 0; i < makeThisManyGroups; i++)
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{
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{
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for (int j = 0; j < haveThisManySetsInGroup; j++)
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for (int j = 0; j < haveThisManySetsInGroup; j++)
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{
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sets.Add(TestResources.CreateTestBeatmapSetInfo(i * haveThisManySetsInGroup + j + 1));
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var testBeatmap = createTestBeatmapSet(i * haveThisManySetsInGroup + j + 1);
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var rulesetID = i % 3;
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testBeatmap.Beatmaps.ForEach(b =>
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{
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b.Ruleset = rulesets.AvailableRulesets.ElementAt(rulesetID);
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b.RulesetID = rulesetID;
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});
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sets.Add(testBeatmap);
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}
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}
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}
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loadBeatmaps(sets);
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loadBeatmaps(sets);
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@ -852,7 +843,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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for (int i = 1; i < makeThisManyGroups; i++)
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for (int i = 1; i < makeThisManyGroups; i++)
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{
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{
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var rulesetID = i % 3;
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int rulesetID = i % 3;
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AddStep($"Toggle filter to ruleset {rulesetID}", () =>
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AddStep($"Toggle filter to ruleset {rulesetID}", () =>
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{
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{
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carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(rulesetID) }, false);
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carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(rulesetID) }, false);
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@ -869,14 +860,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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for (int i = 1; i <= 40; i++)
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for (int i = 1; i <= 40; i++)
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{
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{
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var testBeatmap = createTestBeatmapSet(i);
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sets.Add(TestResources.CreateTestBeatmapSetInfo(i));
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var rulesetID = (i - 1) / 10;
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testBeatmap.Beatmaps.ForEach(b =>
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{
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b.Ruleset = rulesets.AvailableRulesets.ElementAt(rulesetID);
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b.RulesetID = rulesetID;
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});
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sets.Add(testBeatmap);
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}
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}
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loadBeatmaps(sets);
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loadBeatmaps(sets);
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@ -120,16 +120,16 @@ namespace osu.Game.Screens.Select.Carousel
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while (true)
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while (true)
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{
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{
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// check if a direction has been exhausted and an item (or null) from the other direction should be returned
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// check if a direction has been exhausted and an item (or null) from the other direction should be returned
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if (forwardsIndex >= Children.Count)
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if (forwardsIndex >= Items.Count)
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return Children.Reverse().Skip(Children.Count - backwardsIndex - 1).FirstOrDefault(item => !item.Filtered.Value);
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return Items.Reverse().Skip(Items.Count - backwardsIndex - 1).FirstOrDefault(item => !item.Filtered.Value);
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if (backwardsIndex < 0)
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if (backwardsIndex < 0)
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return Children.Skip(forwardsIndex).FirstOrDefault(item => !item.Filtered.Value);
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return Items.Skip(forwardsIndex).FirstOrDefault(item => !item.Filtered.Value);
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// check if an unfiltered item has been reached
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// check if an unfiltered item has been reached
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if (!Children[forwardsIndex].Filtered.Value)
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if (!Items[forwardsIndex].Filtered.Value)
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return Children[forwardsIndex];
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return Items[forwardsIndex];
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if (!Children[backwardsIndex].Filtered.Value)
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if (!Items[backwardsIndex].Filtered.Value)
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return Children[backwardsIndex];
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return Items[backwardsIndex];
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// increment the indices
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// increment the indices
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forwardsIndex++;
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forwardsIndex++;
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