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https://github.com/ppy/osu.git
synced 2024-11-11 16:27:26 +08:00
Merge remote-tracking branch 'upstream/master' into update-flow
This commit is contained in:
commit
e12d89529c
@ -12,6 +12,7 @@ namespace osu.Game.Modes.Osu
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: base(hitObjectCount)
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{
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Health.Value = 1;
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Accuracy.Value = 1;
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}
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protected override void UpdateCalculations(JudgementInfo judgement)
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@ -18,10 +18,6 @@ namespace osu.Game.Beatmaps.Drawables
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public override bool RemoveWhenNotAlive => false;
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public bool IsOnScreen;
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public override bool IsAlive => IsOnScreen && base.IsAlive;
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private Container nestedContainer;
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protected override Container<Drawable> Content => nestedContainer;
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@ -26,7 +26,7 @@ namespace osu.Game.Graphics.UserInterface
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public PercentageCounter()
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{
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DisplayedCountSpriteText.FixedWidth = true;
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Count = 1.0f;
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Count = DisplayedCount = 1.0f;
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}
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protected override string FormatCount(float count)
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@ -33,7 +33,7 @@ namespace osu.Game.Overlays.Mods
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private FillFlowContainer<ModSection> modSectionsContainer;
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public Bindable<Mod[]> SelectedMods = new Bindable<Mod[]>();
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public readonly Bindable<Mod[]> SelectedMods = new Bindable<Mod[]>();
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public readonly Bindable<PlayMode> PlayMode = new Bindable<PlayMode>();
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@ -95,8 +95,6 @@ namespace osu.Game.Overlays.Mods
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section.ButtonsContainer.MoveToX(100f, APPEAR_DURATION, EasingTypes.InSine);
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section.ButtonsContainer.FadeOut(APPEAR_DURATION, EasingTypes.InSine);
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}
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TriggerFocusLost();
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}
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protected override void PopIn()
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@ -112,8 +110,6 @@ namespace osu.Game.Overlays.Mods
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section.ButtonsContainer.MoveToX(0, button_duration, EasingTypes.OutQuint);
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section.ButtonsContainer.FadeIn(button_duration, EasingTypes.OutQuint);
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}
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Schedule(TriggerFocusContention);
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}
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public void DeselectAll()
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@ -9,6 +9,8 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using OpenTK;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Graphics.Primitives;
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using System;
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namespace osu.Game.Overlays
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{
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@ -86,9 +88,10 @@ namespace osu.Game.Overlays
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AddInternal(wavesContainer = new Container<Wave>
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Masking = true,
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Children = new[]
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{
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firstWave = new Wave
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@ -123,19 +126,13 @@ namespace osu.Game.Overlays
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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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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RelativeSizeAxes = Axes.Both,
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Colour = Color4.White.Opacity(50),
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},
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},
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});
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}
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protected override void PopIn()
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{
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base.PopIn();
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foreach (var w in wavesContainer.Children)
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w.State = Visibility.Visible;
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@ -145,6 +142,8 @@ 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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contentContainer.FadeOut(DISAPPEAR_DURATION, EasingTypes.In);
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contentContainer.MoveToY(DrawHeight * 2f, DISAPPEAR_DURATION, EasingTypes.In);
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@ -152,14 +151,23 @@ namespace osu.Game.Overlays
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w.State = Visibility.Hidden;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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// This is done as an optimization, such that invisible parts of the waves
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// are masked away, and thus do not consume fill rate.
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wavesContainer.Height = Math.Max(0, DrawHeight - (contentContainer.DrawHeight - contentContainer.Y));
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}
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private class Wave : Container, IStateful<Visibility>
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{
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public float FinalPosition;
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public Wave()
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{
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RelativeSizeAxes = Axes.Both;
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Size = new Vector2(1.5f);
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RelativeSizeAxes = Axes.X;
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Width = 1.5f;
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Masking = true;
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EdgeEffect = new EdgeEffect
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{
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@ -177,6 +185,15 @@ namespace osu.Game.Overlays
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};
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}
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protected override void Update()
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{
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base.Update();
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// We can not use RelativeSizeAxes for Height, because the height
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// of our parent diminishes as the content moves up.
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Height = Parent.Parent.DrawSize.Y * 1.5f;
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}
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private Visibility state;
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public Visibility State
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{
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@ -188,7 +205,7 @@ namespace osu.Game.Overlays
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switch (value)
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{
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case Visibility.Hidden:
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MoveToY(DrawHeight / Height, DISAPPEAR_DURATION, easing_hide);
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MoveToY(Parent.Parent.DrawSize.Y, DISAPPEAR_DURATION, easing_hide);
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break;
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case Visibility.Visible:
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MoveToY(FinalPosition, APPEAR_DURATION, easing_show);
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@ -16,6 +16,7 @@ using osu.Framework.Input;
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using OpenTK.Input;
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using System.Collections;
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using osu.Framework.MathUtils;
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using System.Diagnostics;
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namespace osu.Game.Screens.Select
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{
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@ -23,73 +24,33 @@ namespace osu.Game.Screens.Select
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{
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private Container<Panel> scrollableContent;
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private List<BeatmapGroup> groups = new List<BeatmapGroup>();
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private List<Panel> panels = new List<Panel>();
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public BeatmapGroup SelectedGroup { get; private set; }
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public BeatmapPanel SelectedPanel { get; private set; }
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private List<float> yPositions = new List<float>();
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private CarouselLifetimeList<Panel> lifetime;
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public CarouselContainer()
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{
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DistanceDecayJump = 0.01;
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Add(scrollableContent = new Container<Panel>(lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
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Add(scrollableContent = new Container<Panel>
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{
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RelativeSizeAxes = Axes.X,
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});
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}
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internal class CarouselLifetimeList<T> : LifetimeList<Panel>
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{
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public CarouselLifetimeList(IComparer<Panel> comparer)
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: base(comparer)
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{
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}
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public int StartIndex;
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public int EndIndex;
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public override bool Update(FrameTimeInfo time)
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{
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bool anyAliveChanged = false;
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//check existing items to make sure they haven't died.
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foreach (var item in AliveItems.ToArray())
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{
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item.UpdateTime(time);
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if (!item.IsAlive)
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{
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//todo: make this more efficient
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int i = IndexOf(item);
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anyAliveChanged |= CheckItem(item, ref i);
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}
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}
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//handle custom range
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for (int i = StartIndex; i < EndIndex; i++)
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{
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var item = this[i];
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item.UpdateTime(time);
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anyAliveChanged |= CheckItem(item, ref i);
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}
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return anyAliveChanged;
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}
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}
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public void AddGroup(BeatmapGroup group)
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{
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group.State = BeatmapGroupState.Collapsed;
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groups.Add(group);
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group.Header.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(group.Header);
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panels.Add(group.Header);
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group.Header.UpdateClock(Clock);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(panel);
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panels.Add(panel);
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panel.UpdateClock(Clock);
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}
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computeYPositions();
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@ -98,6 +59,9 @@ namespace osu.Game.Screens.Select
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public void RemoveGroup(BeatmapGroup group)
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{
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groups.Remove(group);
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foreach (var p in group.BeatmapPanels)
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panels.Remove(p);
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scrollableContent.Remove(group.Header);
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scrollableContent.Remove(group.BeatmapPanels);
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@ -107,7 +71,7 @@ namespace osu.Game.Screens.Select
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private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
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{
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yPositions.Add(currentY);
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panel.MoveToY(currentY, animated && (panel.IsOnScreen || panel.State != PanelSelectedState.Hidden) ? 750 : 0, EasingTypes.OutExpo);
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panel.MoveToY(currentY, animated ? 750 : 0, EasingTypes.OutExpo);
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if (advance)
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currentY += panel.DrawHeight + 5;
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@ -172,14 +136,16 @@ namespace osu.Game.Screens.Select
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var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (panel != null)
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{
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SelectGroup(group, panel, animated);
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selectGroup(group, panel, animated);
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return;
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}
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}
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}
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public void SelectGroup(BeatmapGroup group, BeatmapPanel panel, bool animated = true)
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private void selectGroup(BeatmapGroup group, BeatmapPanel panel, bool animated = true)
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{
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Trace.Assert(group.BeatmapPanels.Contains(panel), @"Selected panel must be in provided group");
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if (SelectedGroup != null && SelectedGroup != group && SelectedGroup.State != BeatmapGroupState.Hidden)
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SelectedGroup.State = BeatmapGroupState.Collapsed;
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@ -194,19 +160,20 @@ namespace osu.Game.Screens.Select
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public void Sort(FilterControl.SortMode mode)
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{
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List<BeatmapGroup> sortedGroups = new List<BeatmapGroup>(groups);
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switch (mode)
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{
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case FilterControl.SortMode.Artist:
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groups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist));
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist));
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break;
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case FilterControl.SortMode.Title:
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groups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title));
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title));
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break;
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case FilterControl.SortMode.Author:
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groups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author));
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author));
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break;
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case FilterControl.SortMode.Difficulty:
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groups.Sort((x, y) =>
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sortedGroups.Sort((x, y) =>
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{
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float xAverage = 0, yAverage = 0;
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int counter = 0;
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@ -232,22 +199,23 @@ namespace osu.Game.Screens.Select
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default:
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throw new NotImplementedException();
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}
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scrollableContent.Clear(false);
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lifetime.Clear();
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foreach (BeatmapGroup group in groups)
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{
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group.Header.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(group.Header);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(panel);
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}
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}
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panels.Clear();
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groups.Clear();
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foreach (BeatmapGroup group in sortedGroups)
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AddGroup(group);
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}
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/// <summary>
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/// Computes the x-offset of currently visible panels. Makes the carousel appear round.
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/// </summary>
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/// <param name="dist">
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/// Vertical distance from the center of the carousel container
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/// ranging from -1 to 1.
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/// </param>
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/// <param name="halfHeight">Half the height of the carousel container.</param>
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private static float offsetX(float dist, float halfHeight)
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{
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// The radius of the circle the carousel moves on.
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@ -286,34 +254,46 @@ namespace osu.Game.Screens.Select
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{
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base.Update();
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// Determine which items stopped being on screen for future removal from the lifetimelist.
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float drawHeight = DrawHeight;
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float halfHeight = drawHeight / 2;
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foreach (Panel p in lifetime.AliveItems)
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// Remove all panels that should no longer be on-screen
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scrollableContent.RemoveAll(delegate (Panel p)
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{
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float panelPosY = p.Position.Y;
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p.IsOnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight;
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updatePanel(p, halfHeight);
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}
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bool remove = panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !p.IsPresent;
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return remove;
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});
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// Find index range of all panels that should be on-screen
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Trace.Assert(panels.Count == yPositions.Count);
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// Determine range of indices for items that are now definitely on screen to be added
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// to the lifetimelist in the future.
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int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
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if (firstIndex < 0) firstIndex = ~firstIndex;
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int lastIndex = yPositions.BinarySearch(Current + drawHeight);
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if (lastIndex < 0) lastIndex = ~lastIndex;
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lifetime.StartIndex = firstIndex;
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lifetime.EndIndex = lastIndex;
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// Add those panels within the previously found index range that should be displayed.
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for (int i = firstIndex; i < lastIndex; ++i)
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{
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Panel p = lifetime[i];
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if (p.State != PanelSelectedState.Hidden)
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p.IsOnScreen = true; //we don't want to update the on-screen state of hidden pannels as they have incorrect (stacked) y values.
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updatePanel(p, halfHeight);
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Panel panel = panels[i];
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if (panel.State == PanelSelectedState.Hidden)
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continue;
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// Only add if we're not already part of the content.
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if (!scrollableContent.Contains(panel))
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{
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// Makes sure headers are always _below_ panels,
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// and depth flows downward.
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panel.Depth = i + (panel is BeatmapSetHeader ? panels.Count : 0);
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scrollableContent.Add(panel);
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}
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}
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// Update externally controlled state of currently visible panels
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// (e.g. x-offset and opacity).
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float halfHeight = drawHeight / 2;
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foreach (Panel p in scrollableContent.Children)
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updatePanel(p, halfHeight);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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@ -355,7 +335,7 @@ namespace osu.Game.Screens.Select
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if (i >= 0 && i < SelectedGroup.BeatmapPanels.Count)
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{
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//changing difficulty panel, not set.
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SelectGroup(SelectedGroup, SelectedGroup.BeatmapPanels[i]);
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selectGroup(SelectedGroup, SelectedGroup.BeatmapPanels[i]);
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return;
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}
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}
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@ -378,11 +358,14 @@ namespace osu.Game.Screens.Select
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{
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if (groups.Count < 1)
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return;
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BeatmapGroup group = groups[RNG.Next(groups.Count)];
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BeatmapPanel panel = group?.BeatmapPanels.First();
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if (panel == null)
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return;
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SelectGroup(group, panel);
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selectGroup(group, panel);
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}
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public IEnumerator<BeatmapGroup> GetEnumerator() => groups.GetEnumerator();
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|
@ -396,6 +396,7 @@ namespace osu.Game.Screens.Select
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{
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beatmapGroups.Add(group);
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group.State = BeatmapGroupState.Collapsed;
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carousel.AddGroup(group);
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filterChanged(false, false);
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@ -403,11 +404,7 @@ namespace osu.Game.Screens.Select
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if (Beatmap == null || select)
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carousel.SelectBeatmap(beatmapSet.Beatmaps.First());
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else
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{
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var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo));
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if (panel != null)
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carousel.SelectGroup(group, panel);
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}
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carousel.SelectBeatmap(Beatmap.BeatmapInfo);
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}));
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}
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||||
|
||||
|
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