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Merge branch 'master' into fix-badge-container
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@ -17,21 +17,39 @@ using osu.Game.Online.API.Requests;
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using osu.Game.Overlays.BeatmapSet;
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using osu.Game.Rulesets;
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using osu.Game.Overlays.BeatmapSet.Scores;
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using System.Linq;
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namespace osu.Game.Overlays
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{
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public class BeatmapSetOverlay : WaveOverlayContainer
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{
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private const int fade_duration = 300;
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public const float X_PADDING = 40;
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public const float RIGHT_WIDTH = 275;
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private readonly Header header;
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private readonly Info info;
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private APIAccess api;
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private RulesetStore rulesets;
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private readonly ScrollContainer scroll;
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private BeatmapSetInfo beatmapSet;
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public BeatmapSetInfo BeatmapSet
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{
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get => beatmapSet;
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set
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{
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if (value == beatmapSet)
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return;
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header.BeatmapSet = info.BeatmapSet = beatmapSet = value;
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}
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}
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// receive input outside our bounds so we can trigger a close event on ourselves.
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
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@ -107,7 +125,8 @@ namespace osu.Game.Overlays
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{
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base.PopOut();
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header.Details.StopPreview();
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FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out);
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FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out).OnComplete(_ => BeatmapSet = null);
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}
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protected override bool OnClick(InputState state)
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@ -116,17 +135,31 @@ namespace osu.Game.Overlays
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return true;
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}
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public void FetchAndShowBeatmap(int beatmapId)
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{
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BeatmapSet = null;
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var req = new GetBeatmapSetRequest(beatmapId, BeatmapSetLookupType.BeatmapId);
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req.Success += res =>
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{
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ShowBeatmapSet(res.ToBeatmapSet(rulesets));
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header.Picker.Beatmap.Value = header.BeatmapSet.Beatmaps.First(b => b.OnlineBeatmapID == beatmapId);
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};
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api.Queue(req);
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Show();
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}
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public void FetchAndShowBeatmapSet(int beatmapSetId)
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{
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// todo: display the overlay while we are loading here. we need to support setting BeatmapSet to null for this to work.
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BeatmapSet = null;
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var req = new GetBeatmapSetRequest(beatmapSetId);
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req.Success += res => ShowBeatmapSet(res.ToBeatmapSet(rulesets));
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api.Queue(req);
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Show();
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}
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public void ShowBeatmapSet(BeatmapSetInfo set)
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{
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header.BeatmapSet = info.BeatmapSet = set;
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BeatmapSet = set;
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Show();
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scroll.ScrollTo(0);
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}
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