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Make selection at random when last was null
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parent
33b38b68cc
commit
3f65e3a7e3
@ -66,7 +66,7 @@ namespace osu.Game.Screens.Select
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get { return beatmapSets.Select(g => g.BeatmapSet); }
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get { return beatmapSets.Select(g => g.BeatmapSet); }
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set
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set
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{
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{
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CarouselGroup newRoot = new CarouselGroupEagerSelect();
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CarouselGroup newRoot = new CarouselGroupEagerSelect(true);
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Task.Run(() =>
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Task.Run(() =>
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{
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{
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@ -102,7 +102,7 @@ namespace osu.Game.Screens.Select
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private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
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private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
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protected List<DrawableCarouselItem> Items = new List<DrawableCarouselItem>();
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protected List<DrawableCarouselItem> Items = new List<DrawableCarouselItem>();
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private CarouselGroup root = new CarouselGroupEagerSelect();
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private CarouselGroup root = new CarouselGroupEagerSelect(true);
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public BeatmapCarousel()
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public BeatmapCarousel()
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{
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{
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@ -1,6 +1,7 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.MathUtils;
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using System;
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using System;
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using System.Linq;
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using System.Linq;
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@ -11,8 +12,11 @@ namespace osu.Game.Screens.Select.Carousel
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/// </summary>
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/// </summary>
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public class CarouselGroupEagerSelect : CarouselGroup
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public class CarouselGroupEagerSelect : CarouselGroup
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{
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{
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public CarouselGroupEagerSelect()
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private readonly bool isRootSelector;
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public CarouselGroupEagerSelect(bool isRootSelector = false)
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{
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{
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this.isRootSelector = isRootSelector;
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State.ValueChanged += v =>
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State.ValueChanged += v =>
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{
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{
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if (v == CarouselItemState.Selected)
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if (v == CarouselItemState.Selected)
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@ -83,9 +87,20 @@ namespace osu.Game.Screens.Select.Carousel
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// we only perform eager selection if none of our children are in a selected state already.
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// we only perform eager selection if none of our children are in a selected state already.
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if (Children.Any(i => i.State == CarouselItemState.Selected)) return;
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if (Children.Any(i => i.State == CarouselItemState.Selected)) return;
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CarouselItem nextToSelect =
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CarouselItem nextToSelect = null;
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if (isRootSelector && lastSelected == null)
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{
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var selectables = Children.Where(i => !i.Filtered).ToList();
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if (selectables.Any())
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nextToSelect = selectables[RNG.Next(selectables.Count)];
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}
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else
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{
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nextToSelect =
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Children.Skip(lastSelectedIndex).FirstOrDefault(i => !i.Filtered) ??
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Children.Skip(lastSelectedIndex).FirstOrDefault(i => !i.Filtered) ??
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Children.Reverse().Skip(InternalChildren.Count - lastSelectedIndex).FirstOrDefault(i => !i.Filtered);
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Children.Reverse().Skip(InternalChildren.Count - lastSelectedIndex).FirstOrDefault(i => !i.Filtered);
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}
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if (nextToSelect != null)
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if (nextToSelect != null)
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nextToSelect.State.Value = CarouselItemState.Selected;
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nextToSelect.State.Value = CarouselItemState.Selected;
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