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Adjust group traversal logic to handle cases where keyboard selection redirects

This commit is contained in:
Dean Herbert 2025-02-04 02:55:57 +09:00
parent b5c4e3bc14
commit e454fa558c
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@ -377,26 +377,31 @@ namespace osu.Game.Screens.SelectV2
if (currentSelection.CarouselItem != currentKeyboardSelection.CarouselItem)
{
TryActivateSelection();
return;
// There's a chance this couldn't resolve, at which point continue with standard traversal.
if (currentSelection.CarouselItem == currentKeyboardSelection.CarouselItem)
return;
}
int originalIndex;
int newIndex;
if (currentKeyboardSelection.Index != null)
originalIndex = currentKeyboardSelection.Index.Value;
else if (direction > 0)
originalIndex = carouselItems.Count - 1;
else
originalIndex = 0;
int newIndex = originalIndex;
// As a second special case, if we're group selecting backwards and the current selection isn't a group,
// make sure to go back to the group header this item belongs to, so that the block below doesn't find it and stop too early.
if (direction < 0)
if (currentSelection.Index == null)
{
while (!CheckValidForGroupSelection(carouselItems[newIndex]))
newIndex--;
// If there's no current selection, start from either end of the full list.
newIndex = originalIndex = direction > 0 ? carouselItems.Count - 1 : 0;
}
else
{
newIndex = originalIndex = currentSelection.Index.Value;
// As a second special case, if we're group selecting backwards and the current selection isn't a group,
// make sure to go back to the group header this item belongs to, so that the block below doesn't find it and stop too early.
if (direction < 0)
{
while (!CheckValidForGroupSelection(carouselItems[newIndex]))
newIndex--;
}
}
// Iterate over every item back to the current selection, finding the first valid item.