diff --git a/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarousel.cs b/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarousel.cs index 073d75692e..a3ea4619cc 100644 --- a/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarousel.cs +++ b/osu.Game.Tests/Visual/SongSelect/TestSceneBeatmapCarousel.cs @@ -80,9 +80,9 @@ namespace osu.Game.Tests.Visual.SongSelect [Test] public void TestRecommendedSelection() { - loadBeatmaps(); + loadBeatmaps(carouselAdjust: carousel => carousel.GetRecommendedBeatmap = beatmaps => beatmaps.LastOrDefault()); - AddStep("set recommendation function", () => carousel.GetRecommendedBeatmap = beatmaps => beatmaps.LastOrDefault()); + AddStep("select last", () => carousel.SelectBeatmap(carousel.BeatmapSets.Last().Beatmaps.Last())); // check recommended was selected advanceSelection(direction: 1, diff: false); @@ -114,7 +114,7 @@ namespace osu.Game.Tests.Visual.SongSelect { loadBeatmaps(); - advanceSelection(direction: 1, diff: false); + AddStep("select first", () => carousel.SelectBeatmap(carousel.BeatmapSets.First().Beatmaps.First())); waitForSelection(1, 1); advanceSelection(direction: 1, diff: true); @@ -707,9 +707,9 @@ namespace osu.Game.Tests.Visual.SongSelect checkVisibleItemCount(true, 15); } - private void loadBeatmaps(List beatmapSets = null, Func initialCriteria = null) + private void loadBeatmaps(List beatmapSets = null, Func initialCriteria = null, Action carouselAdjust = null) { - createCarousel(); + createCarousel(carouselAdjust); if (beatmapSets == null) { @@ -730,17 +730,21 @@ namespace osu.Game.Tests.Visual.SongSelect AddUntilStep("Wait for load", () => changed); } - private void createCarousel(Container target = null) + private void createCarousel(Action carouselAdjust = null, Container target = null) { AddStep("Create carousel", () => { selectedSets.Clear(); eagerSelectedIDs.Clear(); - (target ?? this).Child = carousel = new TestBeatmapCarousel + carousel = new TestBeatmapCarousel { RelativeSizeAxes = Axes.Both, }; + + carouselAdjust?.Invoke(carousel); + + (target ?? this).Child = carousel; }); } diff --git a/osu.Game/Screens/Select/BeatmapCarousel.cs b/osu.Game/Screens/Select/BeatmapCarousel.cs index 6f913a3177..5f6f859d66 100644 --- a/osu.Game/Screens/Select/BeatmapCarousel.cs +++ b/osu.Game/Screens/Select/BeatmapCarousel.cs @@ -95,7 +95,6 @@ namespace osu.Game.Screens.Select CarouselRoot newRoot = new CarouselRoot(this); beatmapSets.Select(createCarouselSet).Where(g => g != null).ForEach(newRoot.AddChild); - newRoot.Filter(activeCriteria); // preload drawables as the ctor overhead is quite high currently. _ = newRoot.Drawables; @@ -108,6 +107,9 @@ namespace osu.Game.Screens.Select itemsCache.Invalidate(); scrollPositionCache.Invalidate(); + // apply any pending filter operation that may have been delayed (see applyActiveCriteria's scheduling behaviour when BeatmapSetsLoaded is false). + FlushPendingFilterOperations(); + // Run on late scheduler want to ensure this runs after all pending UpdateBeatmapSet / RemoveBeatmapSet operations are run. SchedulerAfterChildren.Add(() => { @@ -321,6 +323,9 @@ namespace osu.Game.Screens.Select /// True if a selection could be made, else False. public bool SelectNextRandom() { + if (!AllowSelection) + return false; + var visibleSets = beatmapSets.Where(s => !s.Filtered.Value).ToList(); if (!visibleSets.Any()) return false; @@ -427,7 +432,19 @@ namespace osu.Game.Screens.Select private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true) { - if (root.Children.Any() != true) return; + PendingFilter?.Cancel(); + PendingFilter = null; + + if (debounce) + PendingFilter = Scheduler.AddDelayed(perform, 250); + else + { + // if initial load is not yet finished, this will be run inline in loadBeatmapSets to ensure correct order of operation. + if (!BeatmapSetsLoaded) + PendingFilter = Schedule(perform); + else + perform(); + } void perform() { @@ -439,14 +456,6 @@ namespace osu.Game.Screens.Select if (alwaysResetScrollPosition || !scroll.UserScrolling) ScrollToSelected(); } - - PendingFilter?.Cancel(); - PendingFilter = null; - - if (debounce) - PendingFilter = Scheduler.AddDelayed(perform, 250); - else - perform(); } private float? scrollTarget;