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Refactor BeatmapSetOverlay to use chained bindables instead of accessors to distribute changes
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -25,26 +26,7 @@ namespace osu.Game.Overlays.BeatmapSet
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private readonly Box successRateBackground;
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private readonly SuccessRate successRate;
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private BeatmapSetInfo beatmapSet;
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public BeatmapSetInfo BeatmapSet
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{
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get => beatmapSet;
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set
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{
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if (value == beatmapSet) return;
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beatmapSet = value;
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updateDisplay();
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}
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}
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private void updateDisplay()
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{
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source.Text = BeatmapSet?.Metadata.Source ?? string.Empty;
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tags.Text = BeatmapSet?.Metadata.Tags ?? string.Empty;
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}
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public readonly Bindable<BeatmapSetInfo> BeatmapSet = new Bindable<BeatmapSetInfo>();
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public BeatmapInfo Beatmap
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{
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@ -131,14 +113,18 @@ namespace osu.Game.Overlays.BeatmapSet
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},
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},
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};
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BeatmapSet.ValueChanged += b =>
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{
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source.Text = b.NewValue?.Metadata.Source ?? string.Empty;
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tags.Text = b.NewValue?.Metadata.Tags ?? string.Empty;
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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successRateBackground.Colour = colours.GrayE;
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updateDisplay();
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}
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private class MetadataSection : FillFlowContainer
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@ -3,6 +3,7 @@
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -36,19 +37,7 @@ namespace osu.Game.Overlays
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private readonly ScrollContainer scroll;
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private BeatmapSetInfo beatmapSet;
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public BeatmapSetInfo BeatmapSet
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{
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get => beatmapSet;
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set
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{
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if (value == beatmapSet)
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return;
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header.BeatmapSet.Value = info.BeatmapSet = beatmapSet = value;
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}
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}
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private readonly Bindable<BeatmapSetInfo> beatmapSet = new Bindable<BeatmapSetInfo>();
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// receive input outside our bounds so we can trigger a close event on ourselves.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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@ -101,6 +90,9 @@ namespace osu.Game.Overlays
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},
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};
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header.BeatmapSet.BindTo(beatmapSet);
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info.BeatmapSet.BindTo(beatmapSet);
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header.Picker.Beatmap.ValueChanged += b =>
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{
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info.Beatmap = b.NewValue;
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@ -124,7 +116,7 @@ namespace osu.Game.Overlays
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protected override void PopOut()
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{
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base.PopOut();
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FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out).OnComplete(_ => BeatmapSet = null);
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FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out).OnComplete(_ => beatmapSet.Value = null);
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}
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protected override bool OnClick(ClickEvent e)
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@ -135,11 +127,11 @@ namespace osu.Game.Overlays
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public void FetchAndShowBeatmap(int beatmapId)
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{
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BeatmapSet = null;
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beatmapSet.Value = null;
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var req = new GetBeatmapSetRequest(beatmapId, BeatmapSetLookupType.BeatmapId);
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req.Success += res =>
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{
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BeatmapSet = res.ToBeatmapSet(rulesets);
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beatmapSet.Value = res.ToBeatmapSet(rulesets);
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header.Picker.Beatmap.Value = header.BeatmapSet.Value.Beatmaps.First(b => b.OnlineBeatmapID == beatmapId);
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};
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api.Queue(req);
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@ -148,16 +140,16 @@ namespace osu.Game.Overlays
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public void FetchAndShowBeatmapSet(int beatmapSetId)
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{
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BeatmapSet = null;
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beatmapSet.Value = null;
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var req = new GetBeatmapSetRequest(beatmapSetId);
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req.Success += res => BeatmapSet = res.ToBeatmapSet(rulesets);
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req.Success += res => beatmapSet.Value = res.ToBeatmapSet(rulesets);
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api.Queue(req);
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Show();
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}
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public void ShowBeatmapSet(BeatmapSetInfo set)
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{
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BeatmapSet = set;
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beatmapSet.Value = set;
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Show();
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scroll.ScrollTo(0);
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}
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