Revert some formatting changes

This commit is contained in:
Dean Herbert 2023-01-15 22:35:44 +09:00
parent a6b6fb864e
commit f7af5a8115

View File

@ -314,17 +314,16 @@ namespace osu.Game.Screens.Select
/// Creates the buttons to be displayed in the footer. /// Creates the buttons to be displayed in the footer.
/// </summary> /// </summary>
/// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns> /// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns>
protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons() => protected virtual IEnumerable<(FooterButton, OverlayContainer?)> CreateFooterButtons() => new (FooterButton, OverlayContainer?)[]
new (FooterButton, OverlayContainer?)[] {
(new FooterButtonMods { Current = Mods }, ModSelect),
(new FooterButtonRandom
{ {
(new FooterButtonMods { Current = Mods }, ModSelect), NextRandom = () => Carousel.SelectNextRandom(),
(new FooterButtonRandom PreviousRandom = Carousel.SelectPreviousRandom
{ }, null),
NextRandom = () => Carousel.SelectNextRandom(), (beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
PreviousRandom = Carousel.SelectPreviousRandom };
}, null),
(beatmapOptionsButton = new FooterButtonOptions(), BeatmapOptions)
};
protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay(); protected virtual ModSelectOverlay CreateModSelectOverlay() => new SoloModSelectOverlay();
@ -425,25 +424,26 @@ namespace osu.Game.Screens.Select
Logger.Log($"Song select working beatmap updated to {beatmap}"); Logger.Log($"Song select working beatmap updated to {beatmap}");
if (Carousel.SelectBeatmap(beatmap.BeatmapInfo, false)) return; if (!Carousel.SelectBeatmap(beatmap.BeatmapInfo, false))
// 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; // A selection may not have been possible with filters applied.
transferRulesetValue();
// 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. // We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.