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Tidy up all remaining usages
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62
osu.Game/Screens/Select/Carousel/GroupedDifficultyIcon.cs
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62
osu.Game/Screens/Select/Carousel/GroupedDifficultyIcon.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Select.Carousel
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{
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/// <summary>
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/// A difficulty icon that contains a counter on the right-side of it.
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/// </summary>
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/// <remarks>
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/// Used in cases when there are too many difficulty icons to show.
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/// </remarks>
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public class GroupedDifficultyIcon : DifficultyIcon
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{
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public readonly List<CarouselBeatmap> Items;
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public GroupedDifficultyIcon(List<CarouselBeatmap> items, RulesetInfo ruleset)
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: base(items.OrderBy(b => b.BeatmapInfo.StarRating).Last().BeatmapInfo, ruleset)
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{
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Items = items;
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foreach (var item in items)
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item.Filtered.BindValueChanged(_ => Scheduler.AddOnce(updateFilteredDisplay));
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AddInternal(new OsuSpriteText
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Padding = new MarginPadding { Left = Size.X },
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Margin = new MarginPadding { Left = 2, Right = 5 },
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Font = OsuFont.GetFont(size: 14, weight: FontWeight.SemiBold),
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Text = items.Count.ToString(),
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Colour = Color4.White,
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});
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updateFilteredDisplay();
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}
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protected override bool OnClick(ClickEvent e)
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{
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Items.First().State.Value = CarouselItemState.Selected;
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return true;
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}
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private void updateFilteredDisplay()
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{
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// for now, fade the whole group based on the ratio of hidden items.
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this.FadeTo(1 - 0.9f * ((float)Items.Count(i => i.Filtered.Value) / Items.Count), 100);
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}
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}
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}
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