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Split classes out to reduce loc burder on DrawableCarouselBeatmapSet
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@ -5,15 +5,11 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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@ -22,9 +18,7 @@ using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osuTK;
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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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@ -285,116 +279,5 @@ namespace osu.Game.Screens.Select.Carousel
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State = { Value = state }
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};
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}
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private class PanelBackground : BufferedContainer
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{
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public PanelBackground(WorkingBeatmap working)
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{
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CacheDrawnFrameBuffer = true;
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RedrawOnScale = false;
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Children = new Drawable[]
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{
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new BeatmapBackgroundSprite(working)
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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FillMode = FillMode.Fill,
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},
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new FillFlowContainer
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{
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Depth = -1,
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RelativeSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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// This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle
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Shear = new Vector2(0.8f, 0),
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Alpha = 0.5f,
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Children = new[]
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{
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// The left half with no gradient applied
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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Width = 0.4f,
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},
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// Piecewise-linear gradient with 3 segments to make it appear smoother
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(Color4.Black, new Color4(0f, 0f, 0f, 0.9f)),
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Width = 0.05f,
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)),
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Width = 0.2f,
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)),
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Width = 0.05f,
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},
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}
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},
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};
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}
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}
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public class FilterableDifficultyIcon : DifficultyIcon
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{
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private readonly BindableBool filtered = new BindableBool();
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public bool IsFiltered => filtered.Value;
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public readonly CarouselBeatmap Item;
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public FilterableDifficultyIcon(CarouselBeatmap item)
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: base(item.Beatmap)
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{
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filtered.BindTo(item.Filtered);
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filtered.ValueChanged += isFiltered => Schedule(() => this.FadeTo(isFiltered.NewValue ? 0.1f : 1, 100));
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filtered.TriggerChange();
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Item = item;
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}
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protected override bool OnClick(ClickEvent e)
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{
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Item.State.Value = CarouselItemState.Selected;
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return true;
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}
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}
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public class FilterableGroupedDifficultyIcon : GroupedDifficultyIcon
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{
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public readonly List<CarouselBeatmap> Items;
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public FilterableGroupedDifficultyIcon(List<CarouselBeatmap> items, RulesetInfo ruleset)
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: base(items.Select(i => i.Beatmap).ToList(), ruleset, Color4.White)
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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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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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}
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