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Use the track's implemented looping algorithm to loop tracks in the song select screen
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parent
043d1ed20a
commit
48f4879157
@ -65,6 +65,8 @@ namespace osu.Game.Screens.Select
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protected override void OnResuming(Screen last)
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protected override void OnResuming(Screen last)
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{
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{
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player = null;
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player = null;
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Beatmap.Track.Looping = false;
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base.OnResuming(last);
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base.OnResuming(last);
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}
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}
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@ -83,13 +85,19 @@ namespace osu.Game.Screens.Select
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return true;
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return true;
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}
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}
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return base.OnExiting(next);
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if (base.OnExiting(next))
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return true;
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Beatmap.Track.Looping = false;
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return false;
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}
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}
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protected override void OnSelected()
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protected override void OnSelected()
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{
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{
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if (player != null) return;
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if (player != null) return;
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Beatmap.Track.Looping = false;
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LoadComponentAsync(player = new PlayerLoader(new Player
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LoadComponentAsync(player = new PlayerLoader(new Player
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{
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{
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Beatmap = Beatmap, //eagerly set this so it's present before push.
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Beatmap = Beatmap, //eagerly set this so it's present before push.
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@ -348,6 +348,7 @@ namespace osu.Game.Screens.Select
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trackManager.SetExclusive(track);
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trackManager.SetExclusive(track);
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if (preview)
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if (preview)
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track.Seek(Beatmap.Metadata.PreviewTime);
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track.Seek(Beatmap.Metadata.PreviewTime);
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track.Looping = true;
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track.Start();
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track.Start();
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}
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}
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}
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}
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@ -365,13 +366,6 @@ namespace osu.Game.Screens.Select
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dialogOverlay?.Push(new BeatmapDeleteDialog(Beatmap));
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dialogOverlay?.Push(new BeatmapDeleteDialog(Beatmap));
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}
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}
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protected override void Update()
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{
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base.Update();
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ensurePlayingSelected();
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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{
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if (args.Repeat) return false;
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if (args.Repeat) return false;
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