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Base the music controller transform direction on relative indices in playlist.
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@ -35,7 +35,7 @@ namespace osu.Game.Overlays.Music
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private readonly Bindable<WorkingBeatmap> beatmapBacking = new Bindable<WorkingBeatmap>();
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protected IEnumerable<BeatmapSetInfo> BeatmapSets;
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public IEnumerable<BeatmapSetInfo> BeatmapSets;
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game, BeatmapDatabase beatmaps, OsuColour colours)
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@ -3,6 +3,7 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Graphics;
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@ -260,17 +261,36 @@ namespace osu.Game.Overlays
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}
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private WorkingBeatmap current;
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private TransformDirection queuedDirection = TransformDirection.Next;
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private TransformDirection? queuedDirection;
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private void beatmapChanged(WorkingBeatmap beatmap)
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{
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progressBar.IsEnabled = beatmap != null;
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bool audioEquals = beatmapBacking.Value?.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) ?? false;
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TransformDirection direction;
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if (audioEquals)
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direction = TransformDirection.None;
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else if (queuedDirection.HasValue)
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{
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direction = queuedDirection.Value;
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queuedDirection = null;
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}
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else
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{
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//figure out the best direction based on order in playlist.
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var last = current == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo.ID).Count();
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var next = beatmapBacking.Value == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != beatmapBacking.Value.BeatmapSetInfo.ID).Count();
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direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
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}
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current = beatmapBacking.Value;
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updateDisplay(beatmapBacking, audioEquals ? TransformDirection.None : queuedDirection);
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queuedDirection = TransformDirection.Next;
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updateDisplay(beatmapBacking, direction);
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queuedDirection = null;
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}
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private ScheduledDelegate pendingBeatmapSwitch;
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