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Pass input state in OnSelected.
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@ -106,7 +106,7 @@ namespace osu.Game.Screens.Select
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Origin = Anchor.CentreRight,
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SelectionChanged = carouselSelectionChanged,
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BeatmapsChanged = carouselBeatmapsLoaded,
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StartRequested = carouselRaisedStart,
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StartRequested = () => carouselRaisedStart(),
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});
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Add(FilterControl = new FilterControl
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{
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@ -143,7 +143,7 @@ namespace osu.Game.Screens.Select
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Add(Footer = new Footer
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{
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OnBack = Exit,
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OnStart = carouselRaisedStart,
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OnStart = () => carouselRaisedStart(),
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});
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FooterPanels.Add(BeatmapOptions = new BeatmapOptionsOverlay());
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@ -193,7 +193,7 @@ namespace osu.Game.Screens.Select
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carousel.SelectNext();
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}
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private void carouselRaisedStart()
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private void carouselRaisedStart(InputState state = null)
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{
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// if we have a pending filter operation, we want to run it now.
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// it could change selection (ie. if the ruleset has been changed).
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@ -206,7 +206,7 @@ namespace osu.Game.Screens.Select
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selectionChangedDebounce = null;
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}
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OnSelected();
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OnSelected(state);
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}
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private ScheduledDelegate selectionChangedDebounce;
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@ -270,7 +270,7 @@ namespace osu.Game.Screens.Select
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carousel.SelectNextRandom();
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}
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protected abstract void OnSelected();
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protected abstract void OnSelected(InputState state);
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private void filterChanged(FilterCriteria criteria, bool debounce = true)
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{
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@ -393,7 +393,7 @@ namespace osu.Game.Screens.Select
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{
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case Key.KeypadEnter:
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case Key.Enter:
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carouselRaisedStart();
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carouselRaisedStart(state);
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return true;
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case Key.Delete:
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if (state.Keyboard.ShiftPressed)
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