// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Events; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Input.Bindings; using osu.Game.Overlays; using osu.Game.Overlays.Mods; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Screens.Edit; using osu.Game.Screens.Menu; using osu.Game.Screens.Select.Options; using osuTK; using osuTK.Graphics; using osuTK.Input; using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Audio.Track; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.Bindings; using osu.Game.Collections; using osu.Game.Graphics.UserInterface; using System.Diagnostics; using JetBrains.Annotations; using osu.Game.Screens.Play; using osu.Game.Skinning; namespace osu.Game.Screens.Select { public abstract class SongSelect : ScreenWithBeatmapBackground, IKeyBindingHandler { public static readonly float WEDGE_HEIGHT = 245; protected const float BACKGROUND_BLUR = 20; private const float left_area_padding = 20; public FilterControl FilterControl { get; private set; } /// /// Whether this song select instance should take control of the global track, /// applying looping and preview offsets. /// protected virtual bool ControlGlobalMusic => true; protected virtual bool ShowFooter => true; public override bool? AllowTrackAdjustments => true; /// /// Can be null if is false. /// protected BeatmapOptionsOverlay BeatmapOptions { get; private set; } /// /// Can be null if is false. /// protected Footer Footer { get; private set; } /// /// Contains any panel which is triggered by a footer button. /// Helps keep them located beneath the footer itself. /// protected Container FooterPanels { get; private set; } /// /// Whether entering editor mode should be allowed. /// public virtual bool AllowEditing => true; public bool BeatmapSetsLoaded => IsLoaded && Carousel?.BeatmapSetsLoaded == true; [Resolved] private Bindable> selectedMods { get; set; } protected BeatmapCarousel Carousel { get; private set; } private ParallaxContainer wedgeBackground; protected Container LeftArea { get; private set; } private BeatmapInfoWedge beatmapInfoWedge; [Resolved(canBeNull: true)] private IDialogOverlay dialogOverlay { get; set; } [Resolved] private BeatmapManager beatmaps { get; set; } protected ModSelectOverlay ModSelect { get; private set; } protected Sample SampleConfirm { get; private set; } private Sample sampleChangeDifficulty; private Sample sampleChangeBeatmap; private Container carouselContainer; protected BeatmapDetailArea BeatmapDetails { get; private set; } private FooterButtonOptions beatmapOptionsButton; private readonly Bindable decoupledRuleset = new Bindable(); private double audioFeedbackLastPlaybackTime; [CanBeNull] private IDisposable modSelectOverlayRegistration; [Resolved] private MusicController music { get; set; } [Resolved(CanBeNull = true)] internal IOverlayManager OverlayManager { get; private set; } [BackgroundDependencyLoader(true)] private void load(AudioManager audio, OsuColour colours, ManageCollectionsDialog manageCollectionsDialog, DifficultyRecommender recommender) { // initial value transfer is required for FilterControl (it uses our re-cached bindables in its async load for the initial filter). transferRulesetValue(); LoadComponentAsync(Carousel = new BeatmapCarousel { AllowSelection = false, // delay any selection until our bindables are ready to make a good choice. Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, RelativeSizeAxes = Axes.Both, BleedTop = FilterControl.HEIGHT, BleedBottom = Footer.HEIGHT, SelectionChanged = updateSelectedBeatmap, BeatmapSetsChanged = carouselBeatmapsLoaded, GetRecommendedBeatmap = s => recommender?.GetRecommendedBeatmap(s), }, c => carouselContainer.Child = c); AddRangeInternal(new Drawable[] { new ResetScrollContainer(() => Carousel.ScrollToSelected()) { RelativeSizeAxes = Axes.Y, Width = 250, }, new VerticalMaskingContainer { Children = new Drawable[] { new GridContainer // used for max width implementation { RelativeSizeAxes = Axes.Both, ColumnDimensions = new[] { new Dimension(), new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 850), }, Content = new[] { new Drawable[] { wedgeBackground = new ParallaxContainer { ParallaxAmount = 0.005f, RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, Child = new WedgeBackground { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Right = -150 }, }, }, carouselContainer = new Container { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Top = FilterControl.HEIGHT, Bottom = Footer.HEIGHT }, Child = new LoadingSpinner(true) { State = { Value = Visibility.Visible } } } }, } }, FilterControl = new FilterControl { RelativeSizeAxes = Axes.X, Height = FilterControl.HEIGHT, FilterChanged = ApplyFilterToCarousel, }, new GridContainer // used for max width implementation { RelativeSizeAxes = Axes.Both, ColumnDimensions = new[] { new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 650), }, Content = new[] { new Drawable[] { LeftArea = new Container { Origin = Anchor.BottomLeft, Anchor = Anchor.BottomLeft, RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Top = left_area_padding }, Children = new Drawable[] { beatmapInfoWedge = new BeatmapInfoWedge { Height = WEDGE_HEIGHT, RelativeSizeAxes = Axes.X, Margin = new MarginPadding { Right = left_area_padding, Left = -BeatmapInfoWedge.BORDER_THICKNESS, // Hide the left border }, }, new Container { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Bottom = Footer.HEIGHT, Top = WEDGE_HEIGHT, Left = left_area_padding, Right = left_area_padding * 2, }, Child = BeatmapDetails = CreateBeatmapDetailArea().With(d => { d.RelativeSizeAxes = Axes.Both; d.Padding = new MarginPadding { Top = 10, Right = 5 }; }) }, } }, }, } } } }, new SkinnableTargetContainer(GlobalSkinComponentLookup.LookupType.SongSelect) { RelativeSizeAxes = Axes.Both, }, }); if (ShowFooter) { AddRangeInternal(new Drawable[] { FooterPanels = new Container { Anchor = Anchor.BottomLeft, Origin = Anchor.BottomLeft, RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Bottom = Footer.HEIGHT }, Children = new Drawable[] { BeatmapOptions = new BeatmapOptionsOverlay(), } }, Footer = new Footer(), }); } // preload the mod select overlay for later use in `LoadComplete()`. // therein it will be registered at the `OsuGame` level to properly function as a blocking overlay. LoadComponent(ModSelect = CreateModSelectOverlay()); if (Footer != null) { foreach (var (button, overlay) in CreateFooterButtons()) Footer.AddButton(button, overlay); BeatmapOptions.AddButton(@"Manage", @"collections", FontAwesome.Solid.Book, colours.Green, () => manageCollectionsDialog?.Show()); BeatmapOptions.AddButton(@"Delete", @"all difficulties", FontAwesome.Solid.Trash, colours.Pink, () => delete(Beatmap.Value.BeatmapSetInfo)); BeatmapOptions.AddButton(@"Remove", @"from unplayed", FontAwesome.Regular.TimesCircle, colours.Purple, null); BeatmapOptions.AddButton(@"Clear", @"local scores", FontAwesome.Solid.Eraser, colours.Purple, () => clearScores(Beatmap.Value.BeatmapInfo)); } sampleChangeDifficulty = audio.Samples.Get(@"SongSelect/select-difficulty"); sampleChangeBeatmap = audio.Samples.Get(@"SongSelect/select-expand"); SampleConfirm = audio.Samples.Get(@"SongSelect/confirm-selection"); } protected override void LoadComplete() { base.LoadComplete(); modSelectOverlayRegistration = OverlayManager?.RegisterBlockingOverlay(ModSelect); } protected override bool OnScroll(ScrollEvent e) { // Match stable behaviour of only alt-scroll adjusting volume. // Supporting scroll adjust without a modifier key just feels bad, since there are so many scrollable elements on the screen. if (!e.CurrentState.Keyboard.AltPressed) return true; return base.OnScroll(e); } /// /// Creates the buttons to be displayed in the footer. /// /// A set of and an optional which the button opens when pressed. protected virtual IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons() => new (FooterButton, OverlayContainer)[] { (new FooterButtonMods { Current = Mods }, ModSelect), (new FooterButtonRandom { NextRandom = () => Carousel.SelectNextRandom(), PreviousRandom = Carousel.SelectPreviousRandom }, null), (beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions) }; protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay(); protected virtual void ApplyFilterToCarousel(FilterCriteria criteria) { // if not the current screen, we want to get carousel in a good presentation state before displaying (resume or enter). bool shouldDebounce = this.IsCurrentScreen(); Carousel.Filter(criteria, shouldDebounce); } private DependencyContainer dependencies; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); dependencies.CacheAs(this); dependencies.CacheAs(decoupledRuleset); dependencies.CacheAs>(decoupledRuleset); return dependencies; } /// /// Creates the beatmap details to be displayed underneath the wedge. /// protected abstract BeatmapDetailArea CreateBeatmapDetailArea(); public void Edit(BeatmapInfo beatmapInfo = null) { if (!AllowEditing) throw new InvalidOperationException($"Attempted to edit when {nameof(AllowEditing)} is disabled"); Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmapInfo ?? beatmapInfoNoDebounce); this.Push(new EditorLoader()); } /// /// Call to make a selection and perform the default action for this SongSelect. /// /// An optional beatmap to override the current carousel selection. /// An optional ruleset to override the current carousel selection. /// An optional custom action to perform instead of . public void FinaliseSelection(BeatmapInfo beatmapInfo = null, RulesetInfo ruleset = null, Action customStartAction = null) { // This is very important as we have not yet bound to screen-level bindables before the carousel load is completed. if (!Carousel.BeatmapSetsLoaded) { Logger.Log($"{nameof(FinaliseSelection)} aborted as carousel beatmaps are not yet loaded"); return; } if (ruleset != null) Ruleset.Value = ruleset; transferRulesetValue(); // while transferRulesetValue will flush, it only does so if the ruleset changes. // the user could have changed a filter, and we want to ensure we are 100% up-to-date and consistent here. Carousel.FlushPendingFilterOperations(); // avoid attempting to continue before a selection has been obtained. // this could happen via a user interaction while the carousel is still in a loading state. if (Carousel.SelectedBeatmapInfo == null) return; if (beatmapInfo != null) Carousel.SelectBeatmap(beatmapInfo); if (selectionChangedDebounce?.Completed == false) { selectionChangedDebounce.RunTask(); selectionChangedDebounce?.Cancel(); // cancel the already scheduled task. selectionChangedDebounce = null; } if (customStartAction != null) { customStartAction(); Carousel.AllowSelection = false; } else if (OnStart()) Carousel.AllowSelection = false; } /// /// Called when a selection is made. /// /// If a resultant action occurred that takes the user away from SongSelect. protected abstract bool OnStart(); private ScheduledDelegate selectionChangedDebounce; private void updateCarouselSelection(ValueChangedEvent e = null) { var beatmap = e?.NewValue ?? Beatmap.Value; if (beatmap is DummyWorkingBeatmap || !this.IsCurrentScreen()) return; Logger.Log($"Song select working beatmap updated to {beatmap}"); if (!Carousel.SelectBeatmap(beatmap.BeatmapInfo, false)) { // A selection may not have been possible with filters applied. // There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match. if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value)) { Ruleset.Value = beatmap.BeatmapInfo.Ruleset; transferRulesetValue(); } // Even if a ruleset mismatch was not the cause (ie. a text filter is applied), // we still want to temporarily show the new beatmap, bypassing filters. // This will be undone the next time the user changes the filter. var criteria = FilterControl.CreateCriteria(); criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet; Carousel.Filter(criteria); Carousel.SelectBeatmap(beatmap.BeatmapInfo); } } // We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds. private BeatmapInfo beatmapInfoPrevious; private BeatmapInfo beatmapInfoNoDebounce; private RulesetInfo rulesetNoDebounce; private void updateSelectedBeatmap(BeatmapInfo beatmapInfo) { if (beatmapInfo == null && beatmapInfoNoDebounce == null) return; if (beatmapInfo?.Equals(beatmapInfoNoDebounce) == true) return; beatmapInfoNoDebounce = beatmapInfo; performUpdateSelected(); } private void updateSelectedRuleset(RulesetInfo ruleset) { if (ruleset == null && rulesetNoDebounce == null) return; if (ruleset?.Equals(rulesetNoDebounce) == true) return; rulesetNoDebounce = ruleset; performUpdateSelected(); } /// /// Selection has been changed as the result of a user interaction. /// private void performUpdateSelected() { var beatmap = beatmapInfoNoDebounce; var ruleset = rulesetNoDebounce; selectionChangedDebounce?.Cancel(); if (beatmapInfoNoDebounce == null) run(); else selectionChangedDebounce = Scheduler.AddDelayed(run, 200); if (beatmap?.Equals(beatmapInfoPrevious) != true) { if (beatmap != null && beatmapInfoPrevious != null && Time.Current - audioFeedbackLastPlaybackTime >= 50) { if (beatmap.BeatmapSet?.ID == beatmapInfoPrevious.BeatmapSet?.ID) sampleChangeDifficulty.Play(); else sampleChangeBeatmap.Play(); audioFeedbackLastPlaybackTime = Time.Current; } beatmapInfoPrevious = beatmap; } void run() { // clear pending task immediately to track any potential nested debounce operation. selectionChangedDebounce = null; Logger.Log($"Song select updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ShortName ?? "null"}"); if (transferRulesetValue()) { // transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it. // The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here. // We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert). if (beatmap != null && !Carousel.SelectBeatmap(beatmap, false)) beatmap = null; } if (selectionChangedDebounce != null) { // a new nested operation was started; switch to it for further selection. // this avoids having two separate debounces trigger from the same source. selectionChangedDebounce.RunTask(); return; } // We may be arriving here due to another component changing the bindable Beatmap. // In these cases, the other component has already loaded the beatmap, so we don't need to do so again. if (!EqualityComparer.Default.Equals(beatmap, Beatmap.Value.BeatmapInfo)) { Logger.Log($"Song select changing beatmap from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap?.ToString() ?? "null"}\""); Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap); } if (this.IsCurrentScreen()) ensurePlayingSelected(); updateComponentFromBeatmap(Beatmap.Value); } } public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); this.FadeInFromZero(250); FilterControl.Activate(); ModSelect.SelectedMods.BindTo(selectedMods); beginLooping(); } private const double logo_transition = 250; protected override void LogoArriving(OsuLogo logo, bool resuming) { base.LogoArriving(logo, resuming); Vector2 position = new Vector2(0.95f, 0.96f); if (logo.Alpha > 0.8f) { logo.MoveTo(position, 500, Easing.OutQuint); } else { logo.Hide(); logo.ScaleTo(0.2f); logo.MoveTo(position); } logo.FadeIn(logo_transition, Easing.OutQuint); logo.ScaleTo(0.4f, logo_transition, Easing.OutQuint); logo.Action = () => { FinaliseSelection(); return false; }; } protected override void LogoExiting(OsuLogo logo) { base.LogoExiting(logo); logo.ScaleTo(0.2f, logo_transition / 2, Easing.Out); logo.FadeOut(logo_transition / 2, Easing.Out); } public override void OnResuming(ScreenTransitionEvent e) { base.OnResuming(e); // required due to https://github.com/ppy/osu-framework/issues/3218 ModSelect.SelectedMods.Disabled = false; ModSelect.SelectedMods.BindTo(selectedMods); Carousel.AllowSelection = true; BeatmapDetails.Refresh(); beginLooping(); if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending) { updateCarouselSelection(); updateComponentFromBeatmap(Beatmap.Value); if (ControlGlobalMusic) { // restart playback on returning to song select, regardless. // not sure this should be a permanent thing (we may want to leave a user pause paused even on returning) music.ResetTrackAdjustments(); music.Play(requestedByUser: true); } } LeftArea.MoveToX(0, 400, Easing.OutQuint); LeftArea.FadeIn(100, Easing.OutQuint); FilterControl.MoveToY(0, 400, Easing.OutQuint); FilterControl.FadeIn(100, Easing.OutQuint); this.FadeIn(250, Easing.OutQuint); wedgeBackground.ScaleTo(1, 500, Easing.OutQuint); FilterControl.Activate(); } public override void OnSuspending(ScreenTransitionEvent e) { // Handle the case where FinaliseSelection is never called (ie. when a screen is pushed externally). // Without this, it's possible for a transfer to happen while we are not the current screen. transferRulesetValue(); ModSelect.SelectedMods.UnbindFrom(selectedMods); playExitingTransition(); base.OnSuspending(e); } public override bool OnExiting(ScreenExitEvent e) { if (base.OnExiting(e)) return true; playExitingTransition(); return false; } private void playExitingTransition() { ModSelect.Hide(); BeatmapOptions.Hide(); Carousel.AllowSelection = false; endLooping(); FilterControl.MoveToY(-120, 500, Easing.OutQuint); FilterControl.FadeOut(200, Easing.OutQuint); LeftArea.MoveToX(-150, 1800, Easing.OutQuint); LeftArea.FadeOut(200, Easing.OutQuint); wedgeBackground.ScaleTo(2.4f, 400, Easing.OutQuint); this.FadeOut(400, Easing.OutQuint); FilterControl.Deactivate(); } private bool isHandlingLooping; private void beginLooping() { if (!ControlGlobalMusic) return; Debug.Assert(!isHandlingLooping); isHandlingLooping = true; ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None); music.TrackChanged += ensureTrackLooping; } private void endLooping() { // may be called multiple times during screen exit process. if (!isHandlingLooping) return; music.CurrentTrack.Looping = isHandlingLooping = false; music.TrackChanged -= ensureTrackLooping; } private void ensureTrackLooping(IWorkingBeatmap beatmap, TrackChangeDirection changeDirection) => beatmap.PrepareTrackForPreview(true); public override bool OnBackButton() { if (ModSelect.State.Value == Visibility.Visible) { ModSelect.Hide(); return true; } return false; } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); decoupledRuleset.UnbindAll(); if (music != null) music.TrackChanged -= ensureTrackLooping; modSelectOverlayRegistration?.Dispose(); } /// /// Allow components in SongSelect to update their loaded beatmap details. /// This is a debounced call (unlike directly binding to WorkingBeatmap.ValueChanged). /// /// The working beatmap. private void updateComponentFromBeatmap(WorkingBeatmap beatmap) { ApplyToBackground(backgroundModeBeatmap => { backgroundModeBeatmap.Beatmap = beatmap; backgroundModeBeatmap.BlurAmount.Value = BACKGROUND_BLUR; backgroundModeBeatmap.FadeColour(Color4.White, 250); }); beatmapInfoWedge.Beatmap = beatmap; BeatmapDetails.Beatmap = beatmap; bool beatmapSelected = beatmap is not DummyWorkingBeatmap; if (beatmapSelected) beatmapOptionsButton.Enabled.Value = true; else { beatmapOptionsButton.Enabled.Value = false; BeatmapOptions.Hide(); } } private readonly WeakReference lastTrack = new WeakReference(null); /// /// Ensures some music is playing for the current track. /// Will resume playback from a manual user pause if the track has changed. /// private void ensurePlayingSelected() { if (!ControlGlobalMusic) return; ITrack track = music.CurrentTrack; bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track; if (!track.IsRunning && (music.UserPauseRequested != true || isNewTrack)) { Logger.Log($"Song select decided to {nameof(ensurePlayingSelected)}"); music.Play(true); } lastTrack.SetTarget(track); } private void carouselBeatmapsLoaded() { bindBindables(); Carousel.AllowSelection = true; // If a selection was already obtained, do not attempt to update the selected beatmap. if (Carousel.SelectedBeatmapSet != null) return; // Attempt to select the current beatmap on the carousel, if it is valid to be selected. if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false) { if (Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false)) return; // prefer not changing ruleset at this point, so look for another difficulty in the currently playing beatmap var found = Beatmap.Value.BeatmapSetInfo.Beatmaps.FirstOrDefault(b => b.Ruleset.Equals(decoupledRuleset.Value)); if (found != null && Carousel.SelectBeatmap(found, false)) return; } // If the current active beatmap could not be selected, select a new random beatmap. if (!Carousel.SelectNextRandom()) { // in the case random selection failed, we want to trigger selectionChanged // to show the dummy beatmap (we have nothing else to display). performUpdateSelected(); } } private bool boundLocalBindables; private void bindBindables() { if (boundLocalBindables) return; // manual binding to parent ruleset to allow for delayed load in the incoming direction. transferRulesetValue(); Ruleset.ValueChanged += r => updateSelectedRuleset(r.NewValue); decoupledRuleset.ValueChanged += r => { bool wasDisabled = Ruleset.Disabled; // a sub-screen may have taken a lease on this decoupled ruleset bindable, // which would indirectly propagate to the game-global bindable via the `DisabledChanged` callback below. // to make sure changes sync without crashes, lift the disable for a short while to sync, and then restore the old value. Ruleset.Disabled = false; Ruleset.Value = r.NewValue; Ruleset.Disabled = wasDisabled; }; decoupledRuleset.DisabledChanged += r => Ruleset.Disabled = r; Beatmap.BindValueChanged(updateCarouselSelection); boundLocalBindables = true; } /// /// Transfer the game-wide ruleset to the local decoupled ruleset. /// Will immediately run filter operations if required. /// /// Whether a transfer occurred. private bool transferRulesetValue() { if (decoupledRuleset.Value?.Equals(Ruleset.Value) == true) return false; Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\")"); rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value; // if we have a pending filter operation, we want to run it now. // it could change selection (ie. if the ruleset has been changed). Carousel?.FlushPendingFilterOperations(); return true; } private void delete(BeatmapSetInfo beatmap) { if (beatmap == null) return; dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap)); } private void clearScores(BeatmapInfo beatmapInfo) { if (beatmapInfo == null) return; dialogOverlay?.Push(new BeatmapClearScoresDialog(beatmapInfo, () => // schedule done here rather than inside the dialog as the dialog may fade out and never callback. Schedule(() => BeatmapDetails.Refresh()))); } public virtual bool OnPressed(KeyBindingPressEvent e) { if (e.Repeat) return false; if (!this.IsCurrentScreen()) return false; switch (e.Action) { case GlobalAction.Select: FinaliseSelection(); return true; } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } protected override bool OnKeyDown(KeyDownEvent e) { if (e.Repeat) return false; switch (e.Key) { case Key.Delete: if (e.ShiftPressed) { if (!Beatmap.IsDefault) delete(Beatmap.Value.BeatmapSetInfo); return true; } break; } return base.OnKeyDown(e); } private class VerticalMaskingContainer : Container { private const float panel_overflow = 1.2f; protected override Container Content { get; } public VerticalMaskingContainer() { RelativeSizeAxes = Axes.Both; Masking = true; Anchor = Anchor.Centre; Origin = Anchor.Centre; Width = panel_overflow; // avoid horizontal masking so the panels don't clip when screen stack is pushed. InternalChild = Content = new Container { RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, Width = 1 / panel_overflow, }; } } private class ResetScrollContainer : Container { private readonly Action onHoverAction; public ResetScrollContainer(Action onHoverAction) { this.onHoverAction = onHoverAction; } protected override bool OnHover(HoverEvent e) { onHoverAction?.Invoke(); return base.OnHover(e); } } internal class SoloModSelectOverlay : UserModSelectOverlay { protected override bool ShowPresets => true; } } }