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Refactor mod panel selection logic to avoid overwriting
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a494e55d93
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@ -37,8 +37,6 @@ namespace osu.Game.Overlays.Mods
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Shear = new Vector2(-ShearedOverlayContainer.SHEAR, 0),
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Scale = new Vector2(HEIGHT / ModSwitchSmall.DEFAULT_SIZE)
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};
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Action = select;
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}
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public ModPanel(Mod mod)
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@ -59,18 +57,16 @@ namespace osu.Game.Overlays.Mods
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Filtered.BindValueChanged(_ => updateFilterState(), true);
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}
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private void select()
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protected override void Select()
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{
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if (!Active.Value)
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{
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modState.RequiresConfiguration = Mod.RequiresConfiguration;
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Active.Value = true;
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}
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else
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{
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modState.RequiresConfiguration = false;
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Active.Value = false;
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}
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modState.RequiresConfiguration = Mod.RequiresConfiguration;
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Active.Value = true;
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}
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protected override void Deselect()
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{
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modState.RequiresConfiguration = false;
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Active.Value = false;
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}
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#region Filtering support
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@ -37,8 +37,6 @@ namespace osu.Game.Overlays.Mods
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Title = preset.Value.Name;
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Description = preset.Value.Description;
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Action = toggleRequestedByUser;
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}
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[BackgroundDependencyLoader]
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@ -54,15 +52,19 @@ namespace osu.Game.Overlays.Mods
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selectedMods.BindValueChanged(_ => selectedModsChanged(), true);
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}
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private void toggleRequestedByUser()
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protected override void Select()
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{
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// if the preset is not active at the point of the user click, then set the mods using the preset directly, discarding any previous selections,
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// which will also have the side effect of activating the preset (see `updateActiveState()`).
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selectedMods.Value = Preset.Value.Mods.ToArray();
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}
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protected override void Deselect()
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{
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// if the preset is not active at the point of the user click, then set the mods using the preset directly, discarding any previous selections.
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// if the preset is active when the user has clicked it, then it means that the set of active mods is exactly equal to the set of mods in the preset
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// (there are no other active mods than what the preset specifies, and the mod settings match exactly).
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// therefore it's safe to just clear selected mods, since it will have the effect of toggling the preset off.
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selectedMods.Value = !Active.Value
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? Preset.Value.Mods.ToArray()
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: Array.Empty<Mod>();
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selectedMods.Value = Array.Empty<Mod>();
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}
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private void selectedModsChanged()
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@ -143,9 +143,25 @@ namespace osu.Game.Overlays.Mods
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}
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};
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Action = () => Active.Toggle();
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Action = () =>
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{
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if (!Active.Value)
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Select();
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else
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Deselect();
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};
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}
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/// <summary>
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/// Performs all actions necessary to select this <see cref="ModSelectPanel"/>.
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/// </summary>
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protected abstract void Select();
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/// <summary>
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/// Performs all actions necessary to deselect this <see cref="ModSelectPanel"/>.
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/// </summary>
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protected abstract void Deselect();
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, ISamplePlaybackDisabler? samplePlaybackDisabler)
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{
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