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https://github.com/osukey/osukey.git
synced 2025-08-03 14:46:38 +09:00
Create basic SongSelect class.
This commit is contained in:
@ -1,473 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Input;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Transforms;
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using osu.Framework.Input;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Modes;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Select.Options;
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namespace osu.Game.Screens.Select
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{
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public class PlaySongSelect : OsuScreen
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{
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private Bindable<PlayMode> playMode = new Bindable<PlayMode>();
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private BeatmapDatabase database;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap);
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private CarouselContainer carousel;
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private TrackManager trackManager;
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private DialogOverlay dialogOverlay;
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private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225);
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private BeatmapInfoWedge beatmapInfoWedge;
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private ModSelectOverlay modSelect;
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private static readonly Vector2 background_blur = new Vector2(20);
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private CancellationTokenSource initialAddSetsTask;
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private SampleChannel sampleChangeDifficulty;
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private SampleChannel sampleChangeBeatmap;
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private List<BeatmapGroup> beatmapGroups;
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private BeatmapOptionsOverlay beatmapOptions;
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private Footer footer;
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private OsuScreen player;
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private FilterControl filter;
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public FilterControl Filter
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{
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get
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{
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return filter;
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}
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private set
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{
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if (filter != value)
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{
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filter = value;
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filterChanged();
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}
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}
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(BeatmapDatabase beatmaps, AudioManager audio, DialogOverlay dialog, Framework.Game game,
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OsuGame osu, OsuColour colours)
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{
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const float carousel_width = 640;
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const float filter_height = 100;
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beatmapGroups = new List<BeatmapGroup>();
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Children = new Drawable[]
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{
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new ParallaxContainer
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{
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Padding = new MarginPadding { Top = filter_height },
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ParallaxAmount = 0.005f,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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new WedgeBackground
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
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{
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Right = carousel_width * 0.76f
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},
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},
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}
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},
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carousel = new CarouselContainer
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{
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(carousel_width, 1),
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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},
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filter = new FilterControl
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{
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RelativeSizeAxes = Axes.X,
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Height = filter_height,
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FilterChanged = () => filterChanged(),
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Exit = Exit,
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},
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beatmapInfoWedge = new BeatmapInfoWedge
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{
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Alpha = 0,
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Size = wedged_container_size,
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding
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{
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Top = 20,
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Right = 20,
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},
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X = -50,
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},
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beatmapOptions = new BeatmapOptionsOverlay
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{
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OnRemoveFromUnplayed = null,
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OnClearLocalScores = null,
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OnEdit = null,
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OnDelete = promptDelete,
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Margin = new MarginPadding
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{
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Bottom = 50,
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},
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},
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modSelect = new ModSelectOverlay
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{
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Margin = new MarginPadding
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{
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Bottom = 50,
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},
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},
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footer = new Footer
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{
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OnBack = Exit,
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OnStart = () =>
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{
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if (player != null || Beatmap == null)
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return;
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Beatmap.PreferredPlayMode = playMode.Value;
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(player = new PlayerLoader(new Player
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{
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Beatmap = Beatmap, //eagerly set this so it's present before push.
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})).LoadAsync(Game, l => Push(player));
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}
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},
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};
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footer.AddButton(@"mods", colours.Yellow, modSelect.ToggleVisibility);
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footer.AddButton(@"random", colours.Green, carousel.SelectRandom);
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footer.AddButton(@"options", colours.Blue, beatmapOptions.ToggleVisibility);
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if (osu != null)
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playMode.BindTo(osu.PlayMode);
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playMode.ValueChanged += playMode_ValueChanged;
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if (database == null)
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database = beatmaps;
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database.BeatmapSetAdded += onBeatmapSetAdded;
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database.BeatmapSetRemoved += onBeatmapSetRemoved;
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trackManager = audio.Track;
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dialogOverlay = dialog;
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sampleChangeDifficulty = audio.Sample.Get(@"SongSelect/select-difficulty");
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sampleChangeBeatmap = audio.Sample.Get(@"SongSelect/select-expand");
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initialAddSetsTask = new CancellationTokenSource();
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Task.Factory.StartNew(() => addBeatmapSets(game, initialAddSetsTask.Token), initialAddSetsTask.Token);
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}
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private ScheduledDelegate filterTask;
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private void filterChanged(bool debounce = true, bool eagerSelection = true)
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{
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filterTask?.Cancel();
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filterTask = Scheduler.AddDelayed(() =>
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{
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filterTask = null;
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var search = filter.Search;
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BeatmapGroup newSelection = null;
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carousel.Sort(filter.Sort);
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foreach (var beatmapGroup in carousel)
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{
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var set = beatmapGroup.BeatmapSet;
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bool hasCurrentMode = set.Beatmaps.Any(bm => bm.Mode == playMode);
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bool match = hasCurrentMode;
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match &= string.IsNullOrEmpty(search)
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|| (set.Metadata.Artist ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
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|| (set.Metadata.ArtistUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
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|| (set.Metadata.Title ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1
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|| (set.Metadata.TitleUnicode ?? "").IndexOf(search, StringComparison.InvariantCultureIgnoreCase) != -1;
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if (match)
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{
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if (newSelection == null || beatmapGroup.BeatmapSet.OnlineBeatmapSetID == Beatmap.BeatmapSetInfo.OnlineBeatmapSetID)
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{
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if (newSelection != null)
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newSelection.State = BeatmapGroupState.Collapsed;
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newSelection = beatmapGroup;
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}
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else
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beatmapGroup.State = BeatmapGroupState.Collapsed;
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}
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else
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{
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beatmapGroup.State = BeatmapGroupState.Hidden;
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}
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}
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if (newSelection != null)
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{
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if (newSelection.BeatmapPanels.Any(b => b.Beatmap.ID == Beatmap.BeatmapInfo.ID))
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carousel.SelectBeatmap(Beatmap.BeatmapInfo, false);
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else if (eagerSelection)
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carousel.SelectBeatmap(newSelection.BeatmapSet.Beatmaps[0], false);
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}
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}, debounce ? 250 : 0);
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}
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private void onBeatmapSetAdded(BeatmapSetInfo s) => Schedule(() => addBeatmapSet(s, Game, true));
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private void onBeatmapSetRemoved(BeatmapSetInfo s) => Schedule(() => removeBeatmapSet(s));
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protected override void OnEntering(Screen last)
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{
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base.OnEntering(last);
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ensurePlayingSelected();
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changeBackground(Beatmap);
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Content.FadeInFromZero(250);
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beatmapInfoWedge.State = Visibility.Visible;
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filter.Activate();
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}
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protected override void OnResuming(Screen last)
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{
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player = null;
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changeBackground(Beatmap);
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ensurePlayingSelected();
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base.OnResuming(last);
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Content.FadeIn(250);
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Content.ScaleTo(1, 250, EasingTypes.OutSine);
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filter.Activate();
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}
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protected override void OnSuspending(Screen next)
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{
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Content.ScaleTo(1.1f, 250, EasingTypes.InSine);
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Content.FadeOut(250);
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filter.Deactivate();
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base.OnSuspending(next);
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}
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protected override bool OnExiting(Screen next)
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{
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beatmapInfoWedge.State = Visibility.Hidden;
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Content.FadeOut(100);
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filter.Deactivate();
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return base.OnExiting(next);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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database.BeatmapSetAdded -= onBeatmapSetAdded;
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database.BeatmapSetRemoved -= onBeatmapSetRemoved;
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initialAddSetsTask.Cancel();
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}
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private void playMode_ValueChanged(object sender, EventArgs e)
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{
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filterChanged(false);
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}
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private void changeBackground(WorkingBeatmap beatmap)
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{
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var backgroundModeBeatmap = Background as BackgroundScreenBeatmap;
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if (backgroundModeBeatmap != null)
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{
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backgroundModeBeatmap.Beatmap = beatmap;
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backgroundModeBeatmap.BlurTo(background_blur, 1000);
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backgroundModeBeatmap.FadeTo(1, 250);
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}
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beatmapInfoWedge.UpdateBeatmap(beatmap);
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}
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/// <summary>
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/// The global Beatmap was changed.
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/// </summary>
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protected override void OnBeatmapChanged(WorkingBeatmap beatmap)
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{
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base.OnBeatmapChanged(beatmap);
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beatmap?.Mods.BindTo(modSelect.SelectedMods);
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//todo: change background in selectionChanged instead; support per-difficulty backgrounds.
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changeBackground(beatmap);
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carousel.SelectBeatmap(beatmap?.BeatmapInfo);
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}
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/// <summary>
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/// selection has been changed as the result of interaction with the carousel.
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/// </summary>
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private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap)
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{
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bool beatmapSetChange = false;
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if (!beatmap.Equals(Beatmap?.BeatmapInfo))
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{
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if (beatmap.BeatmapSetInfoID == Beatmap?.BeatmapInfo.BeatmapSetInfoID)
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sampleChangeDifficulty.Play();
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else
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{
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sampleChangeBeatmap.Play();
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beatmapSetChange = true;
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}
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Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap);
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}
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ensurePlayingSelected(beatmapSetChange);
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}
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private void ensurePlayingSelected(bool preview = false)
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{
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Track track = Beatmap?.Track;
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if (track != null)
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{
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trackManager.SetExclusive(track);
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if (preview)
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track.Seek(Beatmap.Beatmap.Metadata.PreviewTime);
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track.Start();
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}
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}
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private void addBeatmapSet(BeatmapSetInfo beatmapSet, Framework.Game game, bool select = false)
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{
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beatmapSet = database.GetWithChildren<BeatmapSetInfo>(beatmapSet.ID);
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beatmapSet.Beatmaps.ForEach(b =>
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{
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database.GetChildren(b);
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if (b.Metadata == null) b.Metadata = beatmapSet.Metadata;
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});
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var group = new BeatmapGroup(beatmapSet, database)
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{
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SelectionChanged = selectionChanged,
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StartRequested = b => footer.StartButton.TriggerClick()
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};
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//for the time being, let's completely load the difficulty panels in the background.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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Task.WhenAll(group.BeatmapPanels.Select(panel => panel.LoadAsync(game))).ContinueWith(task => Schedule(delegate
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{
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beatmapGroups.Add(group);
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group.State = BeatmapGroupState.Collapsed;
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carousel.AddGroup(group);
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filterChanged(false, false);
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if (Beatmap == null || select)
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carousel.SelectBeatmap(beatmapSet.Beatmaps.First());
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else
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carousel.SelectBeatmap(Beatmap.BeatmapInfo);
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}));
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}
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private void removeBeatmapSet(BeatmapSetInfo beatmapSet)
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{
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var group = beatmapGroups.Find(b => b.BeatmapSet.ID == beatmapSet.ID);
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if (group == null) return;
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if (carousel.SelectedGroup == group)
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carousel.SelectNext();
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beatmapGroups.Remove(group);
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carousel.RemoveGroup(group);
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if (beatmapGroups.Count == 0)
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Beatmap = null;
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}
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private void addBeatmapSets(Framework.Game game, CancellationToken token)
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{
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foreach (var beatmapSet in database.Query<BeatmapSetInfo>().Where(b => !b.DeletePending))
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{
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if (token.IsCancellationRequested) return;
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addBeatmapSet(beatmapSet, game);
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}
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}
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private void promptDelete()
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{
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if (Beatmap != null)
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dialogOverlay?.Push(new BeatmapDeleteDialog(Beatmap));
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat) return false;
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switch (args.Key)
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{
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case Key.F1:
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modSelect.ToggleVisibility();
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return true;
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case Key.F2:
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carousel.SelectRandom();
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return true;
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case Key.F3:
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beatmapOptions.ToggleVisibility();
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return true;
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case Key.Enter:
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footer.StartButton.TriggerClick();
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return true;
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case Key.Delete:
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if (state.Keyboard.ShiftPressed)
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{
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promptDelete();
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return true;
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}
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break;
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}
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return base.OnKeyDown(state, args);
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}
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}
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}
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