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Avoid applying filter in UpdateBeatmapSet
flow
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@ -3,6 +3,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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namespace osu.Game.Screens.Select.Carousel
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{
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@ -36,7 +37,21 @@ namespace osu.Game.Screens.Select.Carousel
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{
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i.State.ValueChanged += state => ChildItemStateChanged(i, state.NewValue);
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i.ChildID = ++currentChildID;
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InternalChildren.Add(i);
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if (lastCriteria != null)
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{
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i.Filter(lastCriteria);
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int index = InternalChildren.BinarySearch(i, criteriaComparer);
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if (index < 0) index = ~index; // BinarySearch hacks multiple return values with 2's complement.
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InternalChildren.Insert(index, i);
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}
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else
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{
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// criteria may be null for initial population. the filtering will be applied post-add.
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InternalChildren.Add(i);
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}
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}
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public CarouselGroup(List<CarouselItem> items = null)
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@ -62,14 +77,22 @@ namespace osu.Game.Screens.Select.Carousel
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};
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}
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private Comparer<CarouselItem> criteriaComparer;
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[CanBeNull]
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private FilterCriteria lastCriteria;
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public override void Filter(FilterCriteria criteria)
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{
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base.Filter(criteria);
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InternalChildren.ForEach(c => c.Filter(criteria));
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// IEnumerable<T>.OrderBy() is used instead of List<T>.Sort() to ensure sorting stability
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var criteriaComparer = Comparer<CarouselItem>.Create((x, y) => x.CompareTo(criteria, y));
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criteriaComparer = Comparer<CarouselItem>.Create((x, y) => x.CompareTo(criteria, y));
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InternalChildren = InternalChildren.OrderBy(c => c, criteriaComparer).ToList();
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lastCriteria = criteria;
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}
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protected virtual void ChildItemStateChanged(CarouselItem item, CarouselItemState value)
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