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Merge pull request #1771 from peppy/fix-beatmap-wedge-appear
Fix beatmap wedge appearing with incorrect info on entering song select
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commit
e7fd9407c1
@ -53,6 +53,11 @@ namespace osu.Game.Screens.Select
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public override bool HandleInput => AllowSelection;
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/// <summary>
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/// Used to avoid firing null selections before the initial beatmaps have been loaded via <see cref="BeatmapSets"/>.
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/// </summary>
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private bool initialLoadComplete;
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private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
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public IEnumerable<BeatmapSetInfo> BeatmapSets
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@ -76,7 +81,11 @@ namespace osu.Game.Screens.Select
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itemsCache.Invalidate();
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scrollPositionCache.Invalidate();
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Schedule(() => BeatmapSetsChanged?.Invoke());
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Schedule(() =>
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{
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BeatmapSetsChanged?.Invoke();
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initialLoadComplete = true;
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});
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}));
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}
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}
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@ -513,7 +522,7 @@ namespace osu.Game.Screens.Select
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currentY += DrawHeight / 2;
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scrollableContent.Height = currentY;
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if (selectedBeatmapSet == null || selectedBeatmap == null || selectedBeatmapSet.State.Value != CarouselItemState.Selected)
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if (initialLoadComplete && (selectedBeatmapSet == null || selectedBeatmap == null || selectedBeatmapSet.State.Value != CarouselItemState.Selected))
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{
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selectedBeatmapSet = null;
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SelectionChanged?.Invoke(null);
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@ -71,10 +71,6 @@ namespace osu.Game.Screens.Select
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{
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State = beatmap == null ? Visibility.Hidden : Visibility.Visible;
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// ensure we ourselves are visible if not already.
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if (!IsPresent)
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State = Visibility.Visible;
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Info?.FadeOut(250);
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Info?.Expire();
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