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Change carousel terminology to not use Children
/ InternalChildren
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@ -13,9 +13,9 @@ namespace osu.Game.Screens.Select.Carousel
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{
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public override DrawableCarouselItem? CreateDrawableRepresentation() => null;
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public IReadOnlyList<CarouselItem> Children => InternalChildren;
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public IReadOnlyList<CarouselItem> Items => items;
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protected List<CarouselItem> InternalChildren = new List<CarouselItem>();
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private List<CarouselItem> items = new List<CarouselItem>();
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/// <summary>
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/// Used to assign a monotonically increasing ID to children as they are added. This member is
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@ -27,16 +27,18 @@ namespace osu.Game.Screens.Select.Carousel
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private FilterCriteria? lastCriteria;
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public virtual void RemoveChild(CarouselItem i)
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protected int GetIndexOfItem(CarouselItem lastSelected) => items.IndexOf(lastSelected);
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public virtual void RemoveItem(CarouselItem i)
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{
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InternalChildren.Remove(i);
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items.Remove(i);
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// it's important we do the deselection after removing, so any further actions based on
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// State.ValueChanged make decisions post-removal.
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i.State.Value = CarouselItemState.Collapsed;
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}
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public virtual void AddChild(CarouselItem i)
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public virtual void AddItem(CarouselItem i)
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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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@ -45,21 +47,21 @@ namespace osu.Game.Screens.Select.Carousel
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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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int index = items.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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items.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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items.Add(i);
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}
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}
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public CarouselGroup(List<CarouselItem>? items = null)
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{
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if (items != null) InternalChildren = items;
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if (items != null) this.items = items;
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State.ValueChanged += state =>
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{
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@ -67,11 +69,11 @@ namespace osu.Game.Screens.Select.Carousel
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{
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case CarouselItemState.Collapsed:
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case CarouselItemState.NotSelected:
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InternalChildren.ForEach(c => c.State.Value = CarouselItemState.Collapsed);
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this.items.ForEach(c => c.State.Value = CarouselItemState.Collapsed);
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break;
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case CarouselItemState.Selected:
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InternalChildren.ForEach(c =>
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this.items.ForEach(c =>
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{
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if (c.State.Value == CarouselItemState.Collapsed) c.State.Value = CarouselItemState.NotSelected;
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});
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@ -84,11 +86,11 @@ namespace osu.Game.Screens.Select.Carousel
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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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items.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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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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items = items.OrderBy(c => c, criteriaComparer).ToList();
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lastCriteria = criteria;
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}
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@ -98,7 +100,7 @@ namespace osu.Game.Screens.Select.Carousel
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// ensure we are the only item selected
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if (value == CarouselItemState.Selected)
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{
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foreach (var b in InternalChildren)
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foreach (var b in items)
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{
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if (item == b) continue;
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