Standardise and simplify the amount of beatmap information passed around song select.

This commit is contained in:
Dean Herbert
2016-11-22 22:07:15 +09:00
parent ccb00aeb94
commit 4cf2dd90d6
3 changed files with 19 additions and 17 deletions

View File

@ -26,12 +26,12 @@ namespace osu.Game.Beatmaps.Drawable
/// </summary> /// </summary>
public Action<BeatmapGroup, BeatmapInfo> SelectionChanged; public Action<BeatmapGroup, BeatmapInfo> SelectionChanged;
private BeatmapSetInfo beatmapSet;
public BeatmapSetHeader Header; public BeatmapSetHeader Header;
private BeatmapGroupState state; private BeatmapGroupState state;
public List<BeatmapPanel> BeatmapPanels; public List<BeatmapPanel> BeatmapPanels;
private WorkingBeatmap beatmap;
public BeatmapGroupState State public BeatmapGroupState State
{ {
@ -65,11 +65,11 @@ namespace osu.Game.Beatmaps.Drawable
} }
} }
public BeatmapGroup(BeatmapSetInfo beatmapSet, WorkingBeatmap working) public BeatmapGroup(WorkingBeatmap beatmap)
{ {
this.beatmapSet = beatmapSet; this.beatmap = beatmap;
Header = new BeatmapSetHeader(beatmapSet, working) Header = new BeatmapSetHeader(beatmap)
{ {
GainedSelection = headerGainedSelection, GainedSelection = headerGainedSelection,
RelativeSizeAxes = Axes.X, RelativeSizeAxes = Axes.X,
@ -77,7 +77,7 @@ namespace osu.Game.Beatmaps.Drawable
Origin = Anchor.TopRight, Origin = Anchor.TopRight,
}; };
BeatmapPanels = beatmapSet.Beatmaps.Select(b => new BeatmapPanel(b) BeatmapPanels = beatmap.BeatmapSetInfo.Beatmaps.Select(b => new BeatmapPanel(b)
{ {
GainedSelection = panelGainedSelection, GainedSelection = panelGainedSelection,
Anchor = Anchor.TopRight, Anchor = Anchor.TopRight,

View File

@ -21,17 +21,18 @@ namespace osu.Game.Beatmaps.Drawable
class BeatmapSetHeader : Panel class BeatmapSetHeader : Panel
{ {
public Action<BeatmapSetHeader> GainedSelection; public Action<BeatmapSetHeader> GainedSelection;
private BeatmapSetInfo beatmapSet;
private SpriteText title, artist; private SpriteText title, artist;
private OsuConfigManager config; private OsuConfigManager config;
private Bindable<bool> preferUnicode; private Bindable<bool> preferUnicode;
private WorkingBeatmap beatmap;
public BeatmapSetHeader(BeatmapSetInfo beatmapSet, WorkingBeatmap working) public BeatmapSetHeader(WorkingBeatmap beatmap)
{ {
this.beatmapSet = beatmapSet; this.beatmap = beatmap;
Children = new Framework.Graphics.Drawable[] Children = new Framework.Graphics.Drawable[]
{ {
new PanelBackground(working) new PanelBackground(beatmap)
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
}, },
@ -45,7 +46,7 @@ namespace osu.Game.Beatmaps.Drawable
title = new SpriteText title = new SpriteText
{ {
Font = @"Exo2.0-BoldItalic", Font = @"Exo2.0-BoldItalic",
Text = beatmapSet.Metadata.Title, Text = beatmap.BeatmapSetInfo.Metadata.Title,
TextSize = 22, TextSize = 22,
Shadow = true, Shadow = true,
}, },
@ -53,7 +54,7 @@ namespace osu.Game.Beatmaps.Drawable
{ {
Margin = new MarginPadding { Top = -1 }, Margin = new MarginPadding { Top = -1 },
Font = @"Exo2.0-SemiBoldItalic", Font = @"Exo2.0-SemiBoldItalic",
Text = beatmapSet.Metadata.Artist, Text = beatmap.BeatmapSetInfo.Metadata.Artist,
TextSize = 17, TextSize = 17,
Shadow = true, Shadow = true,
}, },
@ -89,8 +90,8 @@ namespace osu.Game.Beatmaps.Drawable
} }
private void preferUnicode_changed(object sender, EventArgs e) private void preferUnicode_changed(object sender, EventArgs e)
{ {
title.Text = config.GetUnicodeString(beatmapSet.Metadata.Title, beatmapSet.Metadata.TitleUnicode); title.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Title, beatmap.BeatmapSetInfo.Metadata.TitleUnicode);
artist.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Artist, beatmap.BeatmapSetInfo.Metadata.ArtistUnicode); artist.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Artist, beatmap.BeatmapSetInfo.Metadata.ArtistUnicode);
} }

View File

@ -346,6 +346,7 @@ namespace osu.Game.Screens.Select
{ {
base.OnBeatmapChanged(beatmap); base.OnBeatmapChanged(beatmap);
//todo: change background in selectionChanged instead; support per-difficulty backgrounds.
changeBackground(beatmap); changeBackground(beatmap);
selectBeatmap(beatmap.BeatmapInfo); selectBeatmap(beatmap.BeatmapInfo);
@ -389,9 +390,9 @@ namespace osu.Game.Screens.Select
beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b)); beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b));
beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList(); beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList();
var working = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault()); var beatmap = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault());
var group = new BeatmapGroup(beatmapSet, working) { SelectionChanged = selectionChanged }; var group = new BeatmapGroup(beatmap) { SelectionChanged = selectionChanged };
//for the time being, let's completely load the difficulty panels in the background. //for the time being, let's completely load the difficulty panels in the background.
//this likely won't scale so well, but allows us to completely async the loading flow. //this likely won't scale so well, but allows us to completely async the loading flow.