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Get some more of the design's layout in place
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e13374ed23
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@ -12,10 +12,14 @@ using osu.Game.GameModes.Backgrounds;
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using osu.Framework;
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using osu.Game.Database;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Drawables;
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using OpenTK.Graphics;
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using OpenTK;
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using osu.Game.Graphics;
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namespace osu.Game.GameModes.Play
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{
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class BeatmapButton : FlowContainer
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class BeatmapButton : AutoSizeContainer
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{
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private BeatmapSet beatmapSet;
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private Beatmap beatmap;
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@ -24,9 +28,41 @@ namespace osu.Game.GameModes.Play
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{
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this.beatmapSet = set;
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this.beatmap = beatmap;
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Children = new[]
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Children = new Drawable[]
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{
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new SpriteText { Text = beatmap.Version },
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new Box
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{
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Colour = new Color4(40, 86, 102, 255), // TODO: texture
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(1),
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},
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new FlowContainer
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{
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Padding = new MarginPadding(5),
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Direction = FlowDirection.HorizontalOnly,
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Children = new Drawable[]
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{
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new DifficultyIcon(FontAwesome.dot_circle_o, new Color4(159, 198, 0, 255)),
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new FlowContainer
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{
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Padding = new MarginPadding { Left = 10 },
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Direction = FlowDirection.HorizontalOnly,
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Children = new[]
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{
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new SpriteText
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{
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Text = beatmap.Version,
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TextSize = 20,
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},
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new SpriteText
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{
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Text = string.Format(" mapped by {0}", beatmap.Version),
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TextSize = 16,
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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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}
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}
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@ -2,15 +2,11 @@
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.GameModes.Backgrounds;
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using osu.Framework;
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using osu.Game.Database;
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using osu.Framework.Graphics.Primitives;
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using OpenTK;
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using System.Linq;
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@ -23,7 +19,7 @@ namespace osu.Game.GameModes.Play
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{
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class BeatmapGroup : AutoSizeContainer
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{
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private const float collapsedAlpha = 0.75f;
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private const float collapsedAlpha = 0.3f;
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public event Action<BeatmapSet> SetSelected;
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public event Action<BeatmapSet, Beatmap> BeatmapSelected;
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@ -64,29 +60,14 @@ namespace osu.Game.GameModes.Play
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topContainer = new FlowContainer
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{
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Direction = FlowDirection.VerticalOnly,
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Children = new[]
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{
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new AutoSizeContainer
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{
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Children = new Drawable[]
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{
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new Box
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{
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Colour = new Color4(0, 0, 0, 0.75f),
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(1),
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},
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new SpriteText { Text = this.BeatmapSet.Metadata.Title, TextSize = 25 }
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}
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}
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}
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Children = new[] { new BeatmapSetBox(beatmapSet) }
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}
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};
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difficulties = new FlowContainer // Deliberately not added to children
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{
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Margin = new MarginPadding { Top = 10 },
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Padding = new MarginPadding { Left = 50 },
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Spacing = new Vector2(0, 10),
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Margin = new MarginPadding { Top = 5 },
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Padding = new MarginPadding { Left = 25 },
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Spacing = new Vector2(0, 5),
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Direction = FlowDirection.VerticalOnly,
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Children = this.BeatmapSet.Beatmaps.Select(b => new BeatmapButton(this.BeatmapSet, b))
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};
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@ -99,4 +80,71 @@ namespace osu.Game.GameModes.Play
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return true;
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}
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}
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class BeatmapSetBox : AutoSizeContainer
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{
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private BeatmapSet beatmapSet;
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public BeatmapSetBox(BeatmapSet beatmapSet)
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{
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this.beatmapSet = beatmapSet;
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Children = new Drawable[]
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{
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new Box
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{
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Colour = new Color4(85, 85, 85, 255), // TODO: Gradient, and beatmap texture
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(1),
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},
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new FlowContainer
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{
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Direction = FlowDirection.VerticalOnly,
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Spacing = new Vector2(0, 2),
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Padding = new MarginPadding { Top = 3, Left = 20, Right = 20, Bottom = 3 },
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Children = new[]
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{
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// TODO: Make these italic
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new SpriteText
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{
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Text = this.beatmapSet.Metadata.TitleUnicode ?? this.beatmapSet.Metadata.Title,
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TextSize = 20
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},
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new SpriteText
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{
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Text = this.beatmapSet.Metadata.ArtistUnicode ?? this.beatmapSet.Metadata.Artist,
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TextSize = 16
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},
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new FlowContainer
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{
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Children = new[]
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{
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new DifficultyIcon(FontAwesome.dot_circle_o, new Color4(159, 198, 0, 255)),
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new DifficultyIcon(FontAwesome.dot_circle_o, new Color4(246, 101, 166, 255)),
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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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}
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class DifficultyIcon : Container
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{
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public DifficultyIcon(FontAwesome icon, Color4 color)
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{
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const float size = 20;
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Size = new Vector2(size);
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Children = new[]
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{
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new TextAwesome
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{
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Anchor = Anchor.Centre,
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TextSize = size,
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Size = new Vector2(size),
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Colour = color,
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Icon = icon
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}
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};
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}
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}
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}
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@ -23,6 +23,7 @@ namespace osu.Game.GameModes.Play
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{
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private Bindable<PlayMode> playMode;
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private BeatmapDatabase beatmaps;
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private BeatmapSet selectedBeatmapSet;
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// TODO: use currently selected track as bg
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protected override BackgroundMode CreateBackground() => new BackgroundModeCustom(@"Backgrounds/bg4");
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@ -30,17 +31,20 @@ namespace osu.Game.GameModes.Play
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private ScrollContainer scrollContainer;
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private FlowContainer setList;
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private void selectBeatmapSet(BeatmapSet beatmapSet)
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{
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selectedBeatmapSet = beatmapSet;
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foreach (var child in setList.Children)
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{
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var childGroup = child as BeatmapGroup;
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childGroup.Collapsed = childGroup.BeatmapSet != beatmapSet;
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}
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}
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private void addBeatmapSet(BeatmapSet beatmapSet)
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{
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var group = new BeatmapGroup(beatmapSet);
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group.SetSelected += (selectedSet) =>
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{
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foreach (var child in setList.Children)
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{
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var childGroup = child as BeatmapGroup;
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childGroup.Collapsed = childGroup.BeatmapSet != selectedSet;
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}
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};
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group.SetSelected += (selectedSet) => selectBeatmapSet(selectedSet);
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setList.Add(group);
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}
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@ -106,7 +110,9 @@ namespace osu.Game.GameModes.Play
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beatmaps = (game as OsuGameBase).Beatmaps;
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beatmaps.BeatmapSetAdded += bset => Scheduler.Add(() => addBeatmapSet(bset));
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addBeatmapSets();
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(setList.Children.First() as BeatmapGroup).Collapsed = false;
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var first = setList.Children.First() as BeatmapGroup;
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first.Collapsed = false;
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selectedBeatmapSet = first.BeatmapSet;
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}
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protected override void Dispose(bool isDisposing)
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