private void addBeatmapSet(BeatmapSetInfo beatmapSet, BaseGame game) { beatmapSet = database.GetWithChildren <BeatmapSetInfo>(beatmapSet.BeatmapSetID); beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b)); beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList(); var beatmap = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault()); var group = new BeatmapGroup(beatmap) { SelectionChanged = selectionChanged }; //for the time being, let's completely load the difficulty panels in the background. //this likely won't scale so well, but allows us to completely async the loading flow. Task.WhenAll(group.BeatmapPanels.Select(panel => panel.Preload(game))).ContinueWith(task => Schedule(delegate { carousel.AddGroup(group); if (Beatmap == null) { carousel.SelectBeatmap(beatmapSet.Beatmaps.First()); } else { var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo)); if (panel != null) { carousel.SelectGroup(group, panel); } } })); }
private void addBeatmapSet(BeatmapSetInfo beatmapSet, Framework.Game game, bool select = false) { beatmapSet = database.GetWithChildren <BeatmapSetInfo>(beatmapSet.ID); beatmapSet.Beatmaps.ForEach(b => { database.GetChildren(b); if (b.Metadata == null) { b.Metadata = beatmapSet.Metadata; } }); foreach (var b in beatmapSet.Beatmaps) { b.ComputeDifficulty(database); } beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.StarDifficulty).ToList(); var beatmap = new WorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault(), beatmapSet, database); var group = new BeatmapGroup(beatmap) { SelectionChanged = selectionChanged, StartRequested = b => footer.StartButton.TriggerClick() }; //for the time being, let's completely load the difficulty panels in the background. //this likely won't scale so well, but allows us to completely async the loading flow. Task.WhenAll(group.BeatmapPanels.Select(panel => panel.Preload(game))).ContinueWith(task => Schedule(delegate { beatmapGroups.Add(group); carousel.AddGroup(group); if (Beatmap == null || select) { carousel.SelectBeatmap(beatmapSet.Beatmaps.First()); } else { var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo)); if (panel != null) { carousel.SelectGroup(group, panel); } } })); }
private void addBeatmapSet(BeatmapSetInfo beatmapSet, Framework.Game game, bool select = false) { beatmapSet = database.GetWithChildren <BeatmapSetInfo>(beatmapSet.ID); beatmapSet.Beatmaps.ForEach(b => { database.GetChildren(b); if (b.Metadata == null) { b.Metadata = beatmapSet.Metadata; } }); var group = new BeatmapGroup(beatmapSet, database) { SelectionChanged = selectionChanged, StartRequested = b => raiseSelect() }; //for the time being, let's completely load the difficulty panels in the background. //this likely won't scale so well, but allows us to completely async the loading flow. Task.WhenAll(group.BeatmapPanels.Select(panel => panel.LoadAsync(game))).ContinueWith(task => Schedule(delegate { beatmapGroups.Add(group); group.State = BeatmapGroupState.Collapsed; carousel.AddGroup(group); filterChanged(false, false); if (Beatmap == null || select) { carousel.SelectBeatmap(beatmapSet.Beatmaps.First()); } else { carousel.SelectBeatmap(Beatmap.BeatmapInfo); } })); }