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Make carousel item sorting stable
Migrate beatmap carousel item sorting from List<T>.Sort() to IEnumerable<T>.OrderBy(), as the second variant is documented to be a stable sorting algorithm. This allows for eliminating unnecessary movement of carousel items occurring whenever any set of items is tied when changing sorting criteria.
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@ -1,7 +1,9 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace osu.Game.Screens.Select.Carousel
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{
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@ -81,12 +83,9 @@ namespace osu.Game.Screens.Select.Carousel
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{
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base.Filter(criteria);
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var children = new List<CarouselItem>(InternalChildren);
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children.ForEach(c => c.Filter(criteria));
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children.Sort((x, y) => x.CompareTo(criteria, y));
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InternalChildren = children;
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InternalChildren.ForEach(c => c.Filter(criteria));
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// IEnumerable<T>.OrderBy() is used instead of List<T>.Sort() to ensure sorting stability
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InternalChildren = InternalChildren.OrderBy(c => c, new CriteriaComparer(criteria)).ToList();
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}
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protected virtual void ChildItemStateChanged(CarouselItem item, CarouselItemState value)
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@ -104,5 +103,23 @@ namespace osu.Game.Screens.Select.Carousel
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State.Value = CarouselItemState.Selected;
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}
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}
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private class CriteriaComparer : IComparer<CarouselItem>
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{
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private readonly FilterCriteria criteria;
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public CriteriaComparer(FilterCriteria criteria)
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{
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this.criteria = criteria;
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}
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public int Compare(CarouselItem x, CarouselItem y)
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{
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if (x != null && y != null)
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return x.CompareTo(criteria, y);
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throw new ArgumentNullException();
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}
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}
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}
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}
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