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Add scrollable beatmap list #252
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40b1295
Make beatmap carousel can change bindable on scroll
HelloYeew 9dc889c
Make the area of current beatmap always at the center
HelloYeew ffd164f
Make scroll container can relative on screen size
HelloYeew 70a9c0f
Sync with current progress
HelloYeew 247a8d4
Merge branch 'selection-play-button' into beatmap-list
HelloYeew 7a78406
Merge branch 'logo-dance' into beatmap-list
HelloYeew e0464c9
Fix conflict
HelloYeew 4386a38
Add seek on preview after select beatmap
HelloYeew ed57356
Fix conflict
HelloYeew 08e5382
Make the track only seek if hovered or dragged
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128 changes: 64 additions & 64 deletions
128
maisim/maisim.Game/Graphics/UserInterface/Overlays/CurrentWorkingBeatmap.cs
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,64 +1,64 @@ | ||
using System; | ||
using maisim.Game.Beatmaps; | ||
using osu.Framework.Bindables; | ||
|
||
namespace maisim.Game.Graphics.UserInterface.Overlays | ||
{ | ||
/// <summary> | ||
/// A class that provide the bindable for the current <see cref="BeatmapSet"/> and <see cref="DifficultyLevel"/> of the game. | ||
/// </summary> | ||
public class CurrentWorkingBeatmap | ||
{ | ||
/// <summary> | ||
/// The bindable for the current <see cref="BeatmapSet"/>. | ||
/// </summary> | ||
private Bindable<BeatmapSet> currentBeatmapSet = new Bindable<BeatmapSet>(); | ||
|
||
/// <summary> | ||
/// The bindable for the current <see cref="DifficultyLevel"/>. | ||
/// </summary> | ||
private Bindable<DifficultyLevel> currentDifficultyLevel = new Bindable<DifficultyLevel>(); | ||
|
||
/// <summary> | ||
/// Get the current <see cref="BeatmapSet"/> of the game. | ||
/// </summary> | ||
public BeatmapSet BeatmapSet => currentBeatmapSet.Value; | ||
|
||
/// <summary> | ||
/// Get the current <see cref="DifficultyLevel"/> of the game. | ||
/// </summary> | ||
public DifficultyLevel DifficultyLevel => currentDifficultyLevel.Value; | ||
|
||
/// <summary> | ||
/// Bind <see cref="ValueChangedEvent{T}"/> of the <see cref="BeatmapSet"/> to the <see cref="BeatmapSet"/> bindable. | ||
/// </summary> | ||
/// <param name="onChange">The action to perform when <see cref="BeatmapSet"/> changes.</param> | ||
/// <param name="runOnceImmediately">Whether the action provided in <paramref name="onChange"/> should be run once immediately.</param> | ||
public void BindBeatmapSetChanged(Action<ValueChangedEvent<BeatmapSet>> onChange, bool runOnceImmediately = false) => currentBeatmapSet.BindValueChanged(onChange, runOnceImmediately); | ||
|
||
/// <summary> | ||
/// Bind <see cref="ValueChangedEvent{T}"/> of the <see cref="DifficultyLevel"/> to the <see cref="DifficultyLevel"/> bindable. | ||
/// </summary> | ||
/// <param name="onChange">The action to perform when <see cref="DifficultyLevel"/> changes.</param> | ||
/// <param name="runOnceImmediately">Whether the action provided in <paramref name="onChange"/> should be run once immediately.</param> | ||
public void BindDifficultyLevelChanged(Action<ValueChangedEvent<DifficultyLevel>> onChange, bool runOnceImmediately = false) => currentDifficultyLevel.BindValueChanged(onChange, runOnceImmediately); | ||
|
||
/// <summary> | ||
/// Set the value of the <see cref="BeatmapSet"/> bindable. | ||
/// </summary> | ||
/// <param name="beatmapSet">The new value of the <see cref="BeatmapSet"/> bindable.</param> | ||
public void SetCurrentBeatmapSet(BeatmapSet beatmapSet) | ||
{ | ||
currentBeatmapSet.Value = beatmapSet; | ||
} | ||
|
||
/// <summary> | ||
/// Set the value of the <see cref="DifficultyLevel"/> bindable. | ||
/// </summary> | ||
/// <param name="difficultyLevel">The new value of the <see cref="DifficultyLevel"/> bindable.</param> | ||
public void SetCurrentDifficultyLevel(DifficultyLevel difficultyLevel) | ||
{ | ||
currentDifficultyLevel.Value = difficultyLevel; | ||
} | ||
} | ||
} | ||
using System; | ||
using maisim.Game.Beatmaps; | ||
using osu.Framework.Bindables; | ||
namespace maisim.Game.Graphics.UserInterface.Overlays | ||
{ | ||
/// <summary> | ||
/// A class that provide the bindable for the current <see cref="BeatmapSet"/> and <see cref="DifficultyLevel"/> of the game. | ||
/// </summary> | ||
public class CurrentWorkingBeatmap | ||
{ | ||
/// <summary> | ||
/// The bindable for the current <see cref="BeatmapSet"/>. | ||
/// </summary> | ||
private Bindable<BeatmapSet> currentBeatmapSet = new Bindable<BeatmapSet>(); | ||
/// <summary> | ||
/// The bindable for the current <see cref="DifficultyLevel"/>. | ||
/// </summary> | ||
private Bindable<DifficultyLevel> currentDifficultyLevel = new Bindable<DifficultyLevel>(); | ||
/// <summary> | ||
/// Get the current <see cref="BeatmapSet"/> of the game. | ||
/// </summary> | ||
public BeatmapSet BeatmapSet => currentBeatmapSet.Value; | ||
/// <summary> | ||
/// Get the current <see cref="DifficultyLevel"/> of the game. | ||
/// </summary> | ||
public DifficultyLevel DifficultyLevel => currentDifficultyLevel.Value; | ||
/// <summary> | ||
/// Bind <see cref="ValueChangedEvent{T}"/> of the <see cref="BeatmapSet"/> to the <see cref="BeatmapSet"/> bindable. | ||
/// </summary> | ||
/// <param name="onChange">The action to perform when <see cref="BeatmapSet"/> changes.</param> | ||
/// <param name="runOnceImmediately">Whether the action provided in <paramref name="onChange"/> should be run once immediately.</param> | ||
public void BindBeatmapSetChanged(Action<ValueChangedEvent<BeatmapSet>> onChange, bool runOnceImmediately = false) => currentBeatmapSet.BindValueChanged(onChange, runOnceImmediately); | ||
/// <summary> | ||
/// Bind <see cref="ValueChangedEvent{T}"/> of the <see cref="DifficultyLevel"/> to the <see cref="DifficultyLevel"/> bindable. | ||
/// </summary> | ||
/// <param name="onChange">The action to perform when <see cref="DifficultyLevel"/> changes.</param> | ||
/// <param name="runOnceImmediately">Whether the action provided in <paramref name="onChange"/> should be run once immediately.</param> | ||
public void BindDifficultyLevelChanged(Action<ValueChangedEvent<DifficultyLevel>> onChange, bool runOnceImmediately = false) => currentDifficultyLevel.BindValueChanged(onChange, runOnceImmediately); | ||
/// <summary> | ||
/// Set the value of the <see cref="BeatmapSet"/> bindable. | ||
/// </summary> | ||
/// <param name="beatmapSet">The new value of the <see cref="BeatmapSet"/> bindable.</param> | ||
public void SetCurrentBeatmapSet(BeatmapSet beatmapSet) | ||
{ | ||
currentBeatmapSet.Value = beatmapSet; | ||
} | ||
/// <summary> | ||
/// Set the value of the <see cref="DifficultyLevel"/> bindable. | ||
/// </summary> | ||
/// <param name="difficultyLevel">The new value of the <see cref="DifficultyLevel"/> bindable.</param> | ||
public void SetCurrentDifficultyLevel(DifficultyLevel difficultyLevel) | ||
{ | ||
currentDifficultyLevel.Value = difficultyLevel; | ||
} | ||
} | ||
} |
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not sure about the internal accessor here.