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Allow starting maps by clicking an active panel a second time.
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2cbc528971
commit
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@ -19,6 +19,11 @@ namespace osu.Game.Beatmaps.Drawables
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/// </summary>
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public Action<BeatmapGroup, BeatmapInfo> 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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/// </summary>
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public Action<BeatmapInfo> StartRequested;
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public BeatmapSetHeader Header;
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private BeatmapGroupState state;
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@ -68,6 +73,7 @@ namespace osu.Game.Beatmaps.Drawables
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{
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Alpha = 0,
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GainedSelection = panelGainedSelection,
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StartRequested = p => { StartRequested?.Invoke(p.Beatmap); },
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RelativeSizeAxes = Axes.X,
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}).ToList();
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}
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@ -16,7 +16,8 @@ using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.UserInterface;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Input;
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namespace osu.Game.Beatmaps.Drawables
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{
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class BeatmapPanel : Panel
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@ -25,6 +26,7 @@ namespace osu.Game.Beatmaps.Drawables
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private Sprite background;
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public Action<BeatmapPanel> GainedSelection;
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public Action<BeatmapPanel> StartRequested;
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Color4 deselectedColour = new Color4(20, 43, 51, 255);
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@ -45,6 +47,14 @@ namespace osu.Game.Beatmaps.Drawables
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background.Colour = deselectedColour;
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}
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protected override bool OnClick(InputState state)
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{
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if (State == PanelSelectedState.Selected)
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StartRequested?.Invoke(this);
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return base.OnClick(state);
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}
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public BeatmapPanel(BeatmapInfo beatmap)
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{
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Beatmap = beatmap;
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@ -348,7 +348,11 @@ namespace osu.Game.Screens.Select
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var beatmap = new WorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault(), beatmapSet, database);
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var group = new BeatmapGroup(beatmap) { SelectionChanged = selectionChanged };
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var group = new BeatmapGroup(beatmap)
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{
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SelectionChanged = selectionChanged,
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StartRequested = b => start()
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};
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//for the time being, let's completely load the difficulty panels in the background.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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