osu/osu.Game/Screens/Select/CarouselContainer.cs

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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Framework.Caching;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Transformations;
using osu.Game.Database;
using System;
using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Lists;
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using osu.Game.Beatmaps.Drawables;
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using osu.Framework.Timing;
namespace osu.Game.Screens.Select
{
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class CarouselContainer : ScrollContainer
{
private Container<Panel> scrollableContent;
private List<BeatmapGroup> groups = new List<BeatmapGroup>();
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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>();
private CarouselLifetimeList<Panel> Lifetime;
public CarouselContainer()
{
DistanceDecayJump = 0.01;
Add(scrollableContent = new Container<Panel>(Lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
{
RelativeSizeAxes = Axes.X,
});
}
internal class CarouselLifetimeList<T> : LifetimeList<Panel>
{
public CarouselLifetimeList(IComparer<Panel> comparer)
: base(comparer)
{
}
public int StartIndex;
public int EndIndex;
public override bool Update(FrameTimeInfo time)
{
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bool anyAliveChanged = false;
//check existing items to make sure they haven't died.
foreach (var item in AliveItems.ToArray())
{
item.UpdateTime(time);
if (!item.IsAlive)
{
//todo: make this more efficient
int i = IndexOf(item);
anyAliveChanged |= CheckItem(item, ref i);
}
}
//handle custom range
for (int i = StartIndex; i < EndIndex; i++)
{
var item = this[i];
item.UpdateTime(time);
anyAliveChanged |= CheckItem(item, ref i);
}
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return anyAliveChanged;
}
}
public void AddGroup(BeatmapGroup group)
{
group.State = BeatmapGroupState.Collapsed;
groups.Add(group);
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group.Header.Depth = scrollableContent.Children.Count();
scrollableContent.Add(group.Header);
foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
panel.Depth = scrollableContent.Children.Count();
scrollableContent.Add(panel);
}
computeYPositions();
}
private void movePanel(Panel panel, bool advance, ref float currentY)
{
yPositions.Add(currentY);
panel.MoveToY(currentY, 750, EasingTypes.OutExpo);
if (advance)
currentY += panel.DrawHeight + 5;
}
/// <summary>
/// Computes the target Y positions for every panel in the carousel.
/// </summary>
/// <returns>The Y position of the currently selected panel.</returns>
private float computeYPositions()
{
yPositions.Clear();
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float currentY = DrawHeight / 2;
float selectedY = currentY;
foreach (BeatmapGroup group in groups)
{
movePanel(group.Header, true, ref currentY);
if (group.State == BeatmapGroupState.Expanded)
{
group.Header.MoveToX(-100, 500, EasingTypes.OutExpo);
var headerY = group.Header.Position.Y;
foreach (BeatmapPanel panel in group.BeatmapPanels)
{
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if (panel == SelectedPanel)
selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
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panel.MoveToX(-50, 500, EasingTypes.OutExpo);
//on first display we want to begin hidden under our group's header.
if (panel.Alpha == 0)
panel.MoveToY(headerY);
movePanel(panel, true, ref currentY);
}
}
else
{
group.Header.MoveToX(0, 500, EasingTypes.OutExpo);
foreach (BeatmapPanel panel in group.BeatmapPanels)
{
panel.MoveToX(0, 500, EasingTypes.OutExpo);
movePanel(panel, false, ref currentY);
}
}
}
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currentY += DrawHeight / 2;
scrollableContent.Height = currentY;
return selectedY;
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}
public void SelectBeatmap(BeatmapInfo beatmap)
{
foreach (BeatmapGroup group in groups)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (panel != null)
{
SelectGroup(group, panel);
return;
}
}
}
public void SelectGroup(BeatmapGroup group, BeatmapPanel panel)
{
if (SelectedGroup != null && SelectedGroup != group)
SelectedGroup.State = BeatmapGroupState.Collapsed;
SelectedGroup = group;
panel.State = PanelSelectedState.Selected;
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SelectedPanel = panel;
float selectedY = computeYPositions();
ScrollTo(selectedY);
}
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private static float offsetX(float dist, float halfHeight)
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{
// The radius of the circle the carousel moves on.
const float CIRCLE_RADIUS = 4;
double discriminant = Math.Max(0, CIRCLE_RADIUS * CIRCLE_RADIUS - dist * dist);
float x = (CIRCLE_RADIUS - (float)Math.Sqrt(discriminant)) * halfHeight;
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return 125 + x;
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}
protected override void Update()
{
base.Update();
float drawHeight = DrawHeight;
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Lifetime.AliveItems.ForEach(delegate (Panel p)
{
float panelPosY = p.Position.Y;
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p.IsOnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight;
});
int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
if (firstIndex < 0) firstIndex = ~firstIndex;
int lastIndex = yPositions.BinarySearch(Current + drawHeight);
if (lastIndex < 0) lastIndex = ~lastIndex;
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Lifetime.StartIndex = firstIndex;
Lifetime.EndIndex = lastIndex;
float halfHeight = drawHeight / 2;
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for (int i = firstIndex; i < lastIndex; ++i)
{
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var panel = Lifetime[i];
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panel.IsOnScreen = true;
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float panelDrawY = panel.Position.Y - Current + panel.DrawHeight / 2;
float dist = Math.Abs(1f - panelDrawY / halfHeight);
// Setting the origin position serves as an additive position on top of potential
// local transformation we may want to apply (e.g. when a panel gets selected, we
// may want to smoothly transform it leftwards.)
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panel.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 0);
// We are applying a multiplicative alpha (which is internally done by nesting an
// additional container and setting that container's alpha) such that we can
// layer transformations on top, with a similar reasoning to the previous comment.
panel.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
}
}
}
}