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Add better flow logic to map pool layout when few beatmaps are present
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parent
c7c7e626b8
commit
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@ -47,9 +47,10 @@ namespace osu.Game.Tournament.Screens.MapPool
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{
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{
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Y = 100,
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Y = 100,
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Spacing = new Vector2(10, 10),
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Spacing = new Vector2(10, 10),
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Padding = new MarginPadding(25),
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Padding = new MarginPadding(5) { Horizontal = 100 },
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Direction = FillDirection.Vertical,
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Direction = FillDirection.Vertical,
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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},
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},
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new ControlPanel
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new ControlPanel
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{
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{
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@ -90,6 +91,7 @@ namespace osu.Game.Tournament.Screens.MapPool
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Text = "Reset",
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Text = "Reset",
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Action = reset
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Action = reset
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},
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},
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new ControlPanel.Spacer(),
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}
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}
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}
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}
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};
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};
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@ -206,11 +208,15 @@ namespace osu.Game.Tournament.Screens.MapPool
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{
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{
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mapFlows.Clear();
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mapFlows.Clear();
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int totalRows = 0;
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if (match.NewValue.Round.Value != null)
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if (match.NewValue.Round.Value != null)
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{
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{
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FillFlowContainer<TournamentBeatmapPanel> currentFlow = null;
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FillFlowContainer<TournamentBeatmapPanel> currentFlow = null;
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string currentMod = null;
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string currentMod = null;
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int flowCount = 0;
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foreach (var b in match.NewValue.Round.Value.Beatmaps)
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foreach (var b in match.NewValue.Round.Value.Beatmaps)
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{
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{
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if (currentFlow == null || currentMod != b.Mods)
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if (currentFlow == null || currentMod != b.Mods)
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@ -224,6 +230,15 @@ namespace osu.Game.Tournament.Screens.MapPool
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});
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});
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currentMod = b.Mods;
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currentMod = b.Mods;
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totalRows++;
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flowCount = 0;
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}
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if (++flowCount > 2)
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{
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totalRows++;
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flowCount = 0;
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}
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}
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currentFlow.Add(new TournamentBeatmapPanel(b.BeatmapInfo, b.Mods)
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currentFlow.Add(new TournamentBeatmapPanel(b.BeatmapInfo, b.Mods)
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@ -233,6 +248,10 @@ namespace osu.Game.Tournament.Screens.MapPool
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});
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});
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}
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}
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}
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}
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if (totalRows > 8)
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// remove horizontal padding to increase flow width to 3 panels
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mapFlows.Padding = new MarginPadding(5);
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}
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}
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}
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}
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}
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}
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