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osu-lazer/osu.Game/Screens/Select/PlaySongSelect.cs
Dean Herbert 15eb6954da Fix hitting down and enter at song select causing a hard-crash
Carousel was not aware of the disabled beatmap change state. Also it was being set too late (in an async load) so wasn't useful. It's now pre-emptively set in PlaySongSelect before loading Player.
2017-07-20 11:50:52 +09:00

114 lines
3.4 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Overlays.Mods;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
namespace osu.Game.Screens.Select
{
public class PlaySongSelect : SongSelect
{
private OsuScreen player;
private readonly ModSelectOverlay modSelect;
private readonly BeatmapDetailArea beatmapDetails;
public PlaySongSelect()
{
FooterPanels.Add(modSelect = new ModSelectOverlay
{
RelativeSizeAxes = Axes.X,
Origin = Anchor.BottomCentre,
Anchor = Anchor.BottomCentre,
});
LeftContent.Add(beatmapDetails = new BeatmapDetailArea
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = 10, Right = 5 },
});
beatmapDetails.Leaderboard.ScoreSelected += s => Push(new Results(s));
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
Footer.AddButton(@"mods", colours.Yellow, modSelect.ToggleVisibility, Key.F1, float.MaxValue);
BeatmapOptions.AddButton(@"Remove", @"from unplayed", FontAwesome.fa_times_circle_o, colours.Purple, null, Key.Number1);
BeatmapOptions.AddButton(@"Clear", @"local scores", FontAwesome.fa_eraser, colours.Purple, null, Key.Number2);
BeatmapOptions.AddButton(@"Edit", @"Beatmap", FontAwesome.fa_pencil, colours.Yellow, () =>
{
ValidForResume = false;
Push(new Editor());
}, Key.Number3);
Beatmap.ValueChanged += beatmap_ValueChanged;
}
private void beatmap_ValueChanged(WorkingBeatmap beatmap)
{
if (!IsCurrentScreen) return;
beatmap.Mods.BindTo(modSelect.SelectedMods);
beatmapDetails.Beatmap = beatmap;
if (beatmap.Track != null)
beatmap.Track.Looping = true;
}
protected override void OnResuming(Screen last)
{
player = null;
Beatmap.Value.Track.Looping = true;
base.OnResuming(last);
}
protected override void OnSuspending(Screen next)
{
modSelect.Hide();
base.OnSuspending(next);
}
protected override bool OnExiting(Screen next)
{
if (modSelect.State == Visibility.Visible)
{
modSelect.Hide();
return true;
}
if (base.OnExiting(next))
return true;
if (Beatmap.Value.Track != null)
Beatmap.Value.Track.Looping = false;
return false;
}
protected override void OnSelected()
{
if (player != null) return;
Beatmap.Value.Track.Looping = false;
Beatmap.Disabled = true;
LoadComponentAsync(player = new PlayerLoader(new Player()), l => Push(player));
}
}
}