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Merge branch 'master' into ignore_beatmap_skin
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commit
c517b73375
@ -1 +1 @@
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Subproject commit 61e676094d25436bb9e8858946f65c43d15d8e01
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Subproject commit 0773d895d9aa0729995cd4a23efc28238e35ceed
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@ -52,6 +52,9 @@ namespace osu.Game.Tests.Visual
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infoWedge.UpdateBeatmap(beatmap);
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});
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// select part is redundant, but wait for load isn't
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selectBeatmap(beatmap.Value.Beatmap);
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AddWaitStep(3);
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AddStep("hide", () => { infoWedge.State = Visibility.Hidden; });
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@ -63,10 +66,11 @@ namespace osu.Game.Tests.Visual
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foreach (var rulesetInfo in rulesets.AvailableRulesets)
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{
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var ruleset = rulesetInfo.CreateInstance();
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beatmaps.Add(createTestBeatmap(rulesetInfo));
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var testBeatmap = createTestBeatmap(rulesetInfo);
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var name = rulesetInfo.ShortName;
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selectBeatmap(name);
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beatmaps.Add(testBeatmap);
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selectBeatmap(testBeatmap);
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// TODO: adjust cases once more info is shown for other gamemodes
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switch (ruleset)
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@ -108,16 +112,14 @@ namespace osu.Game.Tests.Visual
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AddAssert("check no infolabels", () => !infoWedge.Info.InfoLabelContainer.Children.Any());
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}
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private void selectBeatmap(string name)
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private void selectBeatmap(Beatmap b)
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{
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BeatmapInfoWedge.BufferedWedgeInfo infoBefore = null;
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AddStep($"select {name} beatmap", () =>
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AddStep($"select {b.Metadata.Title} beatmap", () =>
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{
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infoBefore = infoWedge.Info;
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WorkingBeatmap bm = new TestWorkingBeatmap(beatmaps.First(b => b.BeatmapInfo.Ruleset.ShortName == name));
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beatmap.Value = bm;
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infoWedge.UpdateBeatmap(beatmap);
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infoWedge.UpdateBeatmap(beatmap.Value = new TestWorkingBeatmap(b));
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});
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AddUntilStep(() => infoWedge.Info != infoBefore, "wait for async load");
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@ -307,6 +307,8 @@ namespace osu.Game.Overlays.Chat
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{
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public override bool IsRemovable => false;
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public override bool IsSwitchable => false;
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public ChannelSelectorTabItem(Channel value) : base(value)
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{
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Depth = float.MaxValue;
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@ -27,6 +27,11 @@ namespace osu.Game.Screens.Select.Carousel
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get
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{
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var drawables = base.Drawables;
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// if we are explicitly not present, don't ever present children.
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// without this check, children drawables can potentially be presented without their group header.
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if (DrawableRepresentation.Value?.IsPresent == false) return drawables;
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foreach (var c in InternalChildren)
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drawables.AddRange(c.Drawables);
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return drawables;
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@ -24,7 +24,7 @@ namespace osu.Game.Screens.Select.Carousel
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{
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var items = new List<DrawableCarouselItem>();
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var self = drawableRepresentation.Value;
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var self = DrawableRepresentation.Value;
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if (self?.IsPresent == true) items.Add(self);
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return items;
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@ -35,7 +35,7 @@ namespace osu.Game.Screens.Select.Carousel
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protected CarouselItem()
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{
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drawableRepresentation = new Lazy<DrawableCarouselItem>(CreateDrawableRepresentation);
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DrawableRepresentation = new Lazy<DrawableCarouselItem>(CreateDrawableRepresentation);
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Filtered.ValueChanged += v =>
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{
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@ -44,13 +44,16 @@ namespace osu.Game.Screens.Select.Carousel
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};
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}
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private readonly Lazy<DrawableCarouselItem> drawableRepresentation;
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protected readonly Lazy<DrawableCarouselItem> DrawableRepresentation;
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/// <summary>
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/// Used as a default sort method for <see cref="CarouselItem"/>s of differing types.
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/// </summary>
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internal ulong ChildID;
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/// <summary>
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/// Create a fresh drawable version of this item. If you wish to consume the current representation, use <see cref="DrawableRepresentation"/> instead.
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/// </summary>
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protected abstract DrawableCarouselItem CreateDrawableRepresentation();
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public virtual void Filter(FilterCriteria criteria)
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