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synced 2025-08-05 23:53:51 +09:00
Standardise and simplify the amount of beatmap information passed around song select.
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@ -26,12 +26,12 @@ namespace osu.Game.Beatmaps.Drawable
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/// </summary>
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/// </summary>
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public Action<BeatmapGroup, BeatmapInfo> SelectionChanged;
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public Action<BeatmapGroup, BeatmapInfo> SelectionChanged;
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private BeatmapSetInfo beatmapSet;
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public BeatmapSetHeader Header;
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public BeatmapSetHeader Header;
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private BeatmapGroupState state;
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private BeatmapGroupState state;
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public List<BeatmapPanel> BeatmapPanels;
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public List<BeatmapPanel> BeatmapPanels;
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private WorkingBeatmap beatmap;
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public BeatmapGroupState State
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public BeatmapGroupState State
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{
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{
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@ -65,11 +65,11 @@ namespace osu.Game.Beatmaps.Drawable
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}
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}
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}
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}
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public BeatmapGroup(BeatmapSetInfo beatmapSet, WorkingBeatmap working)
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public BeatmapGroup(WorkingBeatmap beatmap)
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{
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{
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this.beatmapSet = beatmapSet;
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this.beatmap = beatmap;
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Header = new BeatmapSetHeader(beatmapSet, working)
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Header = new BeatmapSetHeader(beatmap)
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{
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{
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GainedSelection = headerGainedSelection,
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GainedSelection = headerGainedSelection,
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RelativeSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.X,
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@ -77,7 +77,7 @@ namespace osu.Game.Beatmaps.Drawable
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Origin = Anchor.TopRight,
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Origin = Anchor.TopRight,
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};
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};
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BeatmapPanels = beatmapSet.Beatmaps.Select(b => new BeatmapPanel(b)
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BeatmapPanels = beatmap.BeatmapSetInfo.Beatmaps.Select(b => new BeatmapPanel(b)
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{
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{
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GainedSelection = panelGainedSelection,
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GainedSelection = panelGainedSelection,
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Anchor = Anchor.TopRight,
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Anchor = Anchor.TopRight,
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@ -21,17 +21,18 @@ namespace osu.Game.Beatmaps.Drawable
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class BeatmapSetHeader : Panel
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class BeatmapSetHeader : Panel
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{
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{
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public Action<BeatmapSetHeader> GainedSelection;
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public Action<BeatmapSetHeader> GainedSelection;
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private BeatmapSetInfo beatmapSet;
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private SpriteText title, artist;
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private SpriteText title, artist;
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private OsuConfigManager config;
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private OsuConfigManager config;
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private Bindable<bool> preferUnicode;
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private Bindable<bool> preferUnicode;
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private WorkingBeatmap beatmap;
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public BeatmapSetHeader(BeatmapSetInfo beatmapSet, WorkingBeatmap working)
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public BeatmapSetHeader(WorkingBeatmap beatmap)
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{
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{
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this.beatmapSet = beatmapSet;
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this.beatmap = beatmap;
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Children = new Framework.Graphics.Drawable[]
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Children = new Framework.Graphics.Drawable[]
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{
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{
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new PanelBackground(working)
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new PanelBackground(beatmap)
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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},
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},
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@ -45,7 +46,7 @@ namespace osu.Game.Beatmaps.Drawable
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title = new SpriteText
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title = new SpriteText
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{
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{
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Font = @"Exo2.0-BoldItalic",
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Font = @"Exo2.0-BoldItalic",
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Text = beatmapSet.Metadata.Title,
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Text = beatmap.BeatmapSetInfo.Metadata.Title,
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TextSize = 22,
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TextSize = 22,
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Shadow = true,
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Shadow = true,
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},
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},
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@ -53,7 +54,7 @@ namespace osu.Game.Beatmaps.Drawable
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{
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{
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Margin = new MarginPadding { Top = -1 },
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Margin = new MarginPadding { Top = -1 },
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Font = @"Exo2.0-SemiBoldItalic",
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Font = @"Exo2.0-SemiBoldItalic",
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Text = beatmapSet.Metadata.Artist,
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Text = beatmap.BeatmapSetInfo.Metadata.Artist,
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TextSize = 17,
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TextSize = 17,
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Shadow = true,
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Shadow = true,
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},
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},
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@ -89,8 +90,8 @@ namespace osu.Game.Beatmaps.Drawable
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}
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}
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private void preferUnicode_changed(object sender, EventArgs e)
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private void preferUnicode_changed(object sender, EventArgs e)
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{
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{
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title.Text = config.GetUnicodeString(beatmapSet.Metadata.Title, beatmapSet.Metadata.TitleUnicode);
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title.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Title, beatmap.BeatmapSetInfo.Metadata.TitleUnicode);
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artist.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Artist, beatmap.BeatmapSetInfo.Metadata.ArtistUnicode);
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artist.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Artist, beatmap.BeatmapSetInfo.Metadata.ArtistUnicode);
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}
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}
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@ -346,6 +346,7 @@ namespace osu.Game.Screens.Select
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{
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{
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base.OnBeatmapChanged(beatmap);
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base.OnBeatmapChanged(beatmap);
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//todo: change background in selectionChanged instead; support per-difficulty backgrounds.
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changeBackground(beatmap);
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changeBackground(beatmap);
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selectBeatmap(beatmap.BeatmapInfo);
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selectBeatmap(beatmap.BeatmapInfo);
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@ -389,9 +390,9 @@ namespace osu.Game.Screens.Select
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beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b));
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beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b));
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beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList();
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beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList();
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var working = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault());
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var beatmap = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault());
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var group = new BeatmapGroup(beatmapSet, working) { SelectionChanged = selectionChanged };
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var group = new BeatmapGroup(beatmap) { SelectionChanged = selectionChanged };
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//for the time being, let's completely load the difficulty panels in the background.
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//for the time being, let's completely load the difficulty panels in the background.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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