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https://github.com/ppy/osu
synced 2024-12-14 02:46:27 +00:00
No more custom lifetimelist in CarouselContainer
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3c714fe056
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a97a7f1024
@ -18,10 +18,6 @@ namespace osu.Game.Beatmaps.Drawables
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public override bool RemoveWhenNotAlive => false;
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public bool IsOnScreen;
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public override bool IsAlive => IsOnScreen && base.IsAlive;
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private Container nestedContainer;
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protected override Container<Drawable> Content => nestedContainer;
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@ -16,6 +16,7 @@ using osu.Framework.Input;
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using OpenTK.Input;
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using System.Collections;
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using osu.Framework.MathUtils;
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using System.Diagnostics;
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namespace osu.Game.Screens.Select
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{
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@ -23,73 +24,34 @@ namespace osu.Game.Screens.Select
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{
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private Container<Panel> scrollableContent;
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private List<BeatmapGroup> groups = new List<BeatmapGroup>();
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private List<Panel> panels = new List<Panel>();
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public BeatmapGroup SelectedGroup { get; private set; }
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public BeatmapPanel SelectedPanel { get; private set; }
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private List<float> yPositions = new List<float>();
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private CarouselLifetimeList<Panel> lifetime;
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public CarouselContainer()
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{
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DistanceDecayJump = 0.01;
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Add(scrollableContent = new Container<Panel>(lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
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Add(scrollableContent = new Container<Panel>
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{
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RelativeSizeAxes = Axes.X,
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});
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}
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internal class CarouselLifetimeList<T> : LifetimeList<Panel>
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{
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public CarouselLifetimeList(IComparer<Panel> comparer)
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: base(comparer)
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{
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}
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public int StartIndex;
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public int EndIndex;
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public override bool Update(FrameTimeInfo time)
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{
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bool anyAliveChanged = false;
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//check existing items to make sure they haven't died.
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foreach (var item in AliveItems.ToArray())
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{
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item.UpdateTime(time);
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if (!item.IsAlive)
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{
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//todo: make this more efficient
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int i = IndexOf(item);
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anyAliveChanged |= CheckItem(item, ref i);
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}
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}
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//handle custom range
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for (int i = StartIndex; i < EndIndex; i++)
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{
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var item = this[i];
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item.UpdateTime(time);
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anyAliveChanged |= CheckItem(item, ref i);
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}
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return anyAliveChanged;
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}
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}
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public void AddGroup(BeatmapGroup group)
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{
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group.State = BeatmapGroupState.Collapsed;
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groups.Add(group);
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group.Header.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(group.Header);
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panels.Add(group.Header);
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group.Header.Clock = Clock;
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(panel);
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panels.Add(panel);
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panel.Clock = Clock;
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}
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computeYPositions();
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@ -107,7 +69,7 @@ namespace osu.Game.Screens.Select
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private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
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{
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yPositions.Add(currentY);
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panel.MoveToY(currentY, animated && (panel.IsOnScreen || panel.State != PanelSelectedState.Hidden) ? 750 : 0, EasingTypes.OutExpo);
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panel.MoveToY(currentY, animated && (panel.State != PanelSelectedState.Hidden) ? 750 : 0, EasingTypes.OutExpo);
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if (advance)
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currentY += panel.DrawHeight + 5;
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@ -194,19 +156,20 @@ namespace osu.Game.Screens.Select
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public void Sort(FilterControl.SortMode mode)
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{
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List<BeatmapGroup> sortedGroups = new List<BeatmapGroup>(groups);
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switch (mode)
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{
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case FilterControl.SortMode.Artist:
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groups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist));
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist));
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break;
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case FilterControl.SortMode.Title:
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groups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title));
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title));
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break;
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case FilterControl.SortMode.Author:
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groups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author));
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author));
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break;
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case FilterControl.SortMode.Difficulty:
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groups.Sort((x, y) =>
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sortedGroups.Sort((x, y) =>
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{
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float xAverage = 0, yAverage = 0;
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int counter = 0;
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@ -232,20 +195,13 @@ namespace osu.Game.Screens.Select
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default:
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throw new NotImplementedException();
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}
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scrollableContent.Clear(false);
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lifetime.Clear();
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foreach (BeatmapGroup group in groups)
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{
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group.Header.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(group.Header);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(panel);
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}
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}
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panels.Clear();
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groups.Clear();
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foreach (BeatmapGroup group in sortedGroups)
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AddGroup(group);
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}
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private static float offsetX(float dist, float halfHeight)
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@ -286,36 +242,44 @@ namespace osu.Game.Screens.Select
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{
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base.Update();
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// Determine which items stopped being on screen for future removal from the lifetimelist.
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float drawHeight = DrawHeight;
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float halfHeight = drawHeight / 2;
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foreach (Panel p in lifetime.AliveItems)
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// Remove all panels that should no longer be on-screen
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scrollableContent.RemoveAll(delegate (Panel p)
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{
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float panelPosY = p.Position.Y;
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p.IsOnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight;
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updatePanel(p, halfHeight);
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}
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bool remove = panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !p.IsPresent;
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return remove;
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});
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// Find index range of all panels that should be on-screen
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Trace.Assert(panels.Count == yPositions.Count);
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// Determine range of indices for items that are now definitely on screen to be added
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// to the lifetimelist in the future.
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int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
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if (firstIndex < 0) firstIndex = ~firstIndex;
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int lastIndex = yPositions.BinarySearch(Current + drawHeight);
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if (lastIndex < 0) lastIndex = ~lastIndex;
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lifetime.StartIndex = firstIndex;
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lifetime.EndIndex = lastIndex;
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// Add those panels within the previously found index range that should be displayed.
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for (int i = firstIndex; i < lastIndex; ++i)
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{
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Panel p = lifetime[i];
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if (p.State != PanelSelectedState.Hidden)
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p.IsOnScreen = true; //we don't want to update the on-screen state of hidden pannels as they have incorrect (stacked) y values.
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updatePanel(p, halfHeight);
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Panel panel = panels[i];
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if (panel.State == PanelSelectedState.Hidden)
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continue;
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if (!scrollableContent.Contains(panel))
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{
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panel.Depth = i + (panel is BeatmapSetHeader ? 0 : panels.Count);
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scrollableContent.Add(panel);
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}
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}
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// Update currently visible panels
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float halfHeight = drawHeight / 2;
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foreach (Panel p in scrollableContent.Children)
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updatePanel(p, halfHeight);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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int direction = 0;
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