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Don't use drawables for select next

This commit is contained in:
Endrik Tombak 2020-03-28 12:54:48 +02:00
parent 96e1ab775e
commit fc3f9ff6fa

View File

@ -253,46 +253,35 @@ namespace osu.Game.Screens.Select
/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
public void SelectNext(int direction = 1, bool skipDifficulties = true)
{
var visibleItems = Items.Where(s => !s.Item.Filtered.Value).ToList();
if (!visibleItems.Any())
if (!root.Children.Where(s => !s.Filtered.Value).ToList().Any())
return;
DrawableCarouselItem drawable = null;
if (skipDifficulties)
selectNextSet(direction, true);
else
selectNextDifficulty(direction);
}
if (selectedBeatmap != null && (drawable = selectedBeatmap.Drawables.FirstOrDefault()) == null)
// if the selected beatmap isn't present yet, we can't correctly change selection.
// we can fix this by changing this method to not reference drawables / Items in the first place.
return;
private void selectNextSet(int direction, bool skipDifficulties)
{
var visibleSets = root.Children.OfType<CarouselBeatmapSet>().Where(s => !s.Filtered.Value).ToList();
int originalIndex = visibleItems.IndexOf(drawable);
int currentIndex = originalIndex;
var item = visibleSets[(visibleSets.IndexOf(selectedBeatmapSet) + direction + visibleSets.Count) % visibleSets.Count];
// local function to increment the index in the required direction, wrapping over extremities.
int incrementIndex() => currentIndex = (currentIndex + direction + visibleItems.Count) % visibleItems.Count;
if (skipDifficulties)
select(item);
else
select(direction > 0 ? item.Beatmaps.First(b => !b.Filtered.Value) : item.Beatmaps.Last(b => !b.Filtered.Value));
}
while (incrementIndex() != originalIndex)
{
var item = visibleItems[currentIndex].Item;
if (item.Filtered.Value || item.State.Value == CarouselItemState.Selected) continue;
switch (item)
{
case CarouselBeatmap beatmap:
if (skipDifficulties) continue;
select(beatmap);
return;
case CarouselBeatmapSet set:
if (skipDifficulties)
select(set);
else
select(direction > 0 ? set.Beatmaps.First(b => !b.Filtered.Value) : set.Beatmaps.Last(b => !b.Filtered.Value));
return;
}
}
private void selectNextDifficulty(int direction)
{
var difficulties = selectedBeatmapSet.Children.Where(s => !s.Filtered.Value).ToList();
int index = difficulties.IndexOf(selectedBeatmap);
if (index + direction < 0 || index + direction >= difficulties.Count)
selectNextSet(direction, false);
else
select(difficulties[index + direction]);
}
/// <summary>