From f7af5a8115d5566a623a9ba8d3b6a5679bc13d29 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sun, 15 Jan 2023 22:35:44 +0900 Subject: [PATCH] Revert some formatting changes --- osu.Game/Screens/Select/SongSelect.cs | 54 +++++++++++++-------------- 1 file changed, 27 insertions(+), 27 deletions(-) diff --git a/osu.Game/Screens/Select/SongSelect.cs b/osu.Game/Screens/Select/SongSelect.cs index ef5827fad7..0e108d3db0 100644 --- a/osu.Game/Screens/Select/SongSelect.cs +++ b/osu.Game/Screens/Select/SongSelect.cs @@ -314,17 +314,16 @@ namespace osu.Game.Screens.Select /// Creates the buttons to be displayed in the footer. /// /// A set of and an optional which the button opens when pressed. - protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons() => - new (FooterButton, OverlayContainer?)[] + protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons() => new (FooterButton, OverlayContainer?)[] + { + (new FooterButtonMods { Current = Mods }, ModSelect), + (new FooterButtonRandom { - (new FooterButtonMods { Current = Mods }, ModSelect), - (new FooterButtonRandom - { - NextRandom = () => Carousel.SelectNextRandom(), - PreviousRandom = Carousel.SelectPreviousRandom - }, null), - (beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions) - }; + NextRandom = () => Carousel.SelectNextRandom(), + PreviousRandom = Carousel.SelectPreviousRandom + }, null), + (beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions) + }; protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay(); @@ -425,25 +424,26 @@ namespace osu.Game.Screens.Select Logger.Log($"Song select working beatmap updated to {beatmap}"); - if (Carousel.SelectBeatmap(beatmap.BeatmapInfo, false)) return; - - // A selection may not have been possible with filters applied. - - // There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match. - if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value)) + if (!Carousel.SelectBeatmap(beatmap.BeatmapInfo, false)) { - Ruleset.Value = beatmap.BeatmapInfo.Ruleset; - transferRulesetValue(); + // A selection may not have been possible with filters applied. + + // There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match. + if (!beatmap.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value)) + { + Ruleset.Value = beatmap.BeatmapInfo.Ruleset; + transferRulesetValue(); + } + + // Even if a ruleset mismatch was not the cause (ie. a text filter is applied), + // we still want to temporarily show the new beatmap, bypassing filters. + // This will be undone the next time the user changes the filter. + var criteria = FilterControl.CreateCriteria(); + criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet; + Carousel.Filter(criteria); + + Carousel.SelectBeatmap(beatmap.BeatmapInfo); } - - // Even if a ruleset mismatch was not the cause (ie. a text filter is applied), - // we still want to temporarily show the new beatmap, bypassing filters. - // This will be undone the next time the user changes the filter. - var criteria = FilterControl.CreateCriteria(); - criteria.SelectedBeatmapSet = beatmap.BeatmapInfo.BeatmapSet; - Carousel.Filter(criteria); - - Carousel.SelectBeatmap(beatmap.BeatmapInfo); } // We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.