Allow non-homogenous column types in mod select overlay

This commit is contained in:
Bartłomiej Dach
2022-07-23 23:43:40 +02:00
parent 0287c49ca8
commit b318bbd5e6

View File

@ -269,7 +269,7 @@ namespace osu.Game.Overlays.Mods
/// </summary>
public void SelectAll()
{
foreach (var column in columnFlow.Columns)
foreach (var column in columnFlow.Columns.OfType<ModColumn>())
column.SelectAll();
}
@ -278,7 +278,7 @@ namespace osu.Game.Overlays.Mods
/// </summary>
public void DeselectAll()
{
foreach (var column in columnFlow.Columns)
foreach (var column in columnFlow.Columns.OfType<ModColumn>())
column.DeselectAll();
}
@ -317,7 +317,7 @@ namespace osu.Game.Overlays.Mods
AvailableMods.Value = newLocalAvailableMods;
filterMods();
foreach (var column in columnFlow.Columns)
foreach (var column in columnFlow.Columns.OfType<ModColumn>())
column.AvailableMods = AvailableMods.Value.GetValueOrDefault(column.ModType, Array.Empty<ModState>());
}
@ -458,7 +458,7 @@ namespace osu.Game.Overlays.Mods
{
var column = columnFlow[i].Column;
bool allFiltered = column.AvailableMods.All(modState => modState.Filtered.Value);
bool allFiltered = column is ModColumn modColumn && modColumn.AvailableMods.All(modState => modState.Filtered.Value);
double delay = allFiltered ? 0 : nonFilteredColumnCount * 30;
double duration = allFiltered ? 0 : fade_in_duration;
@ -516,14 +516,19 @@ namespace osu.Game.Overlays.Mods
{
var column = columnFlow[i].Column;
bool allFiltered = column.AvailableMods.All(modState => modState.Filtered.Value);
bool allFiltered = false;
if (column is ModColumn modColumn)
{
allFiltered = modColumn.AvailableMods.All(modState => modState.Filtered.Value);
modColumn.FlushPendingSelections();
}
double duration = allFiltered ? 0 : fade_out_duration;
float newYPosition = 0;
if (!allFiltered)
newYPosition = nonFilteredColumnCount % 2 == 0 ? -distance : distance;
column.FlushPendingSelections();
column.TopLevelContent
.MoveToY(newYPosition, duration, Easing.OutQuint)
.FadeOut(duration, Easing.OutQuint);
@ -632,7 +637,7 @@ namespace osu.Game.Overlays.Mods
/// </summary>
internal class ColumnFlowContainer : FillFlowContainer<ColumnDimContainer>
{
public IEnumerable<ModColumn> Columns => Children.Select(dimWrapper => dimWrapper.Column);
public IEnumerable<ModSelectColumn> Columns => Children.Select(dimWrapper => dimWrapper.Column);
public override void Add(ColumnDimContainer dimContainer)
{
@ -648,7 +653,7 @@ namespace osu.Game.Overlays.Mods
/// </summary>
internal class ColumnDimContainer : Container
{
public ModColumn Column { get; }
public ModSelectColumn Column { get; }
/// <summary>
/// Tracks whether this column is in an interactive state. Generally only the case when the column is on-screen.
@ -677,7 +682,7 @@ namespace osu.Game.Overlays.Mods
FinishTransforms();
}
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate || Column.SelectionAnimationRunning;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate || (Column as ModColumn)?.SelectionAnimationRunning == true;
private void updateState()
{