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Handle the case where the selected panel is no longer a valid selection better
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@ -47,31 +47,34 @@ namespace osu.Game.Beatmaps.Drawables
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set
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{
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state = value;
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switch (value)
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{
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case BeatmapGroupState.Expanded:
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Header.State = PanelSelectedState.Selected;
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foreach (BeatmapPanel panel in BeatmapPanels)
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panel.State = panel == SelectedPanel ? PanelSelectedState.Selected :
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!panel.Filtered ? PanelSelectedState.NotSelected : PanelSelectedState.Hidden;
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break;
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case BeatmapGroupState.Collapsed:
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Header.State = PanelSelectedState.NotSelected;
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foreach (BeatmapPanel panel in BeatmapPanels)
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panel.State = PanelSelectedState.Hidden;
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break;
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case BeatmapGroupState.Hidden:
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Header.State = PanelSelectedState.Hidden;
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foreach (BeatmapPanel panel in BeatmapPanels)
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panel.State = PanelSelectedState.Hidden;
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break;
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}
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UpdateState();
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StateChanged?.Invoke(state);
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}
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}
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public void UpdateState()
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{
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switch (state)
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{
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case BeatmapGroupState.Expanded:
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Header.State = PanelSelectedState.Selected;
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foreach (BeatmapPanel panel in BeatmapPanels)
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panel.State = panel == SelectedPanel ? PanelSelectedState.Selected :
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!panel.Filtered ? PanelSelectedState.NotSelected : PanelSelectedState.Hidden;
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break;
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case BeatmapGroupState.Collapsed:
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Header.State = PanelSelectedState.NotSelected;
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foreach (BeatmapPanel panel in BeatmapPanels)
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panel.State = PanelSelectedState.Hidden;
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break;
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case BeatmapGroupState.Hidden:
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Header.State = PanelSelectedState.Hidden;
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foreach (BeatmapPanel panel in BeatmapPanels)
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panel.State = PanelSelectedState.Hidden;
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break;
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}
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}
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public BeatmapGroup(BeatmapSetInfo beatmapSet, BeatmapManager manager)
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{
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if (beatmapSet == null)
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