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Merge remote-tracking branch 'refs/remotes/ppy/master' into percentage
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commit
6f44869875
@ -1,6 +1,7 @@
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// Copyright (c) 2007-2017 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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using System.Linq;
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using SQLite.Net.Attributes;
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namespace osu.Game.Database
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@ -31,6 +32,6 @@ namespace osu.Game.Database
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TitleUnicode,
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Source,
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Tags
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};
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}.Where(s => !string.IsNullOrEmpty(s)).ToArray();
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}
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}
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@ -73,7 +73,14 @@ namespace osu.Game.Overlays.Music
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private class ItemSearchContainer : FillFlowContainer<PlaylistItem>, IHasFilterableChildren
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{
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public string[] FilterTerms => new string[] { };
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public bool MatchingCurrentFilter { set { } }
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public bool MatchingCurrentFilter
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{
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set
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{
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if (value)
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InvalidateLayout();
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}
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}
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public IEnumerable<IFilterable> FilterableChildren => Children;
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@ -35,7 +35,7 @@ namespace osu.Game.Overlays.Music
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private readonly Bindable<WorkingBeatmap> beatmapBacking = new Bindable<WorkingBeatmap>();
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protected IEnumerable<BeatmapSetInfo> BeatmapSets;
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public IEnumerable<BeatmapSetInfo> BeatmapSets;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game, BeatmapDatabase beatmaps, OsuColour colours)
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@ -3,6 +3,7 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Graphics;
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@ -260,17 +261,36 @@ namespace osu.Game.Overlays
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}
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private WorkingBeatmap current;
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private TransformDirection queuedDirection = TransformDirection.Next;
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private TransformDirection? queuedDirection;
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private void beatmapChanged(WorkingBeatmap beatmap)
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{
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progressBar.IsEnabled = beatmap != null;
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bool audioEquals = beatmapBacking.Value?.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) ?? false;
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TransformDirection direction;
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if (audioEquals)
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direction = TransformDirection.None;
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else if (queuedDirection.HasValue)
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{
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direction = queuedDirection.Value;
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queuedDirection = null;
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}
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else
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{
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//figure out the best direction based on order in playlist.
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var last = current == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo.ID).Count();
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var next = beatmapBacking.Value == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != beatmapBacking.Value.BeatmapSetInfo.ID).Count();
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direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
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}
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current = beatmapBacking.Value;
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updateDisplay(beatmapBacking, audioEquals ? TransformDirection.None : queuedDirection);
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queuedDirection = TransformDirection.Next;
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updateDisplay(beatmapBacking, direction);
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queuedDirection = null;
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}
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private ScheduledDelegate pendingBeatmapSwitch;
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