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Fix song select reverting to first difficulty of current group on entering #778

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merged 3 commits into from May 17, 2017
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6 changes: 5 additions & 1 deletion osu.Game/Screens/Select/BeatmapCarousel.cs
Expand Up @@ -107,6 +107,8 @@ public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
return;
}

if (beatmap == SelectedBeatmap) return;

foreach (BeatmapGroup group in groups)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
Expand Down Expand Up @@ -204,7 +206,7 @@ public void Filter(FilterCriteria newCriteria = null, bool debounce = true)
if (selectedGroup == null || selectedGroup.State == BeatmapGroupState.Hidden)
SelectNext();
else
selectGroup(selectedGroup);
selectGroup(selectedGroup, selectedPanel);
};

filterTask?.Cancel();
Expand Down Expand Up @@ -339,6 +341,8 @@ private void selectGroup(BeatmapGroup group, BeatmapPanel panel = null, bool ani
selectedGroup.State = BeatmapGroupState.Collapsed;

group.State = BeatmapGroupState.Expanded;
group.SelectedPanel = panel;

panel.State = PanelSelectedState.Selected;

if (selectedPanel == panel) return;
Expand Down
2 changes: 2 additions & 0 deletions osu.Game/Screens/Select/BeatmapDetails.cs
Expand Up @@ -49,6 +49,8 @@ public BeatmapInfo Beatmap
get { return beatmap; }
set
{
if (beatmap == value) return;

beatmap = value;

pendingBeatmapSwitch?.Cancel();
Expand Down
2 changes: 2 additions & 0 deletions osu.Game/Screens/Select/Leaderboards/Leaderboard.cs
Expand Up @@ -100,6 +100,8 @@ public BeatmapInfo Beatmap
get { return beatmap; }
set
{
if (beatmap == value) return;

beatmap = value;
Scores = null;

Expand Down
16 changes: 8 additions & 8 deletions osu.Game/Screens/Select/SongSelect.cs
Expand Up @@ -313,15 +313,15 @@ private void selectionChanged(BeatmapInfo beatmap)
{
bool beatmapSetChange = false;

if (!beatmap.Equals(Beatmap?.BeatmapInfo))
if (beatmap.Equals(Beatmap?.BeatmapInfo))
return;

if (beatmap.BeatmapSetInfoID == selectionChangeNoBounce?.BeatmapSetInfoID)
sampleChangeDifficulty.Play();
else
{
if (beatmap.BeatmapSetInfoID == selectionChangeNoBounce?.BeatmapSetInfoID)
sampleChangeDifficulty.Play();
else
{
sampleChangeBeatmap.Play();
beatmapSetChange = true;
}
sampleChangeBeatmap.Play();
beatmapSetChange = true;
}

selectionChangeNoBounce = beatmap;
Expand Down