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https://github.com/ppy/osu
synced 2024-12-27 17:32:56 +00:00
Refactor channel scrolling container to handle manual scrolls resiliently
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@ -207,7 +207,28 @@ namespace osu.Game.Tests.Visual.Online
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}
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[Test]
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public void TestUserScrollOverride()
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public void TestOverrideChatScrolling()
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{
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fillChat();
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sendMessage();
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checkScrolledToBottom();
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AddStep("Scroll to start", () => chatDisplay.ScrollContainer.ScrollToStart());
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checkNotScrolledToBottom();
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sendMessage();
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checkNotScrolledToBottom();
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AddStep("Scroll to bottom", () => chatDisplay.ScrollContainer.ScrollToEnd());
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checkScrolledToBottom();
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sendMessage();
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checkScrolledToBottom();
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}
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[Test]
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public void TestOverrideChatScrollingByUser()
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{
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fillChat();
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@ -314,9 +335,9 @@ namespace osu.Game.Tests.Visual.Online
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{
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}
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protected DrawableChannel DrawableChannel => InternalChildren.OfType<DrawableChannel>().First();
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public DrawableChannel DrawableChannel => InternalChildren.OfType<DrawableChannel>().First();
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protected UserTrackingScrollContainer ScrollContainer => (UserTrackingScrollContainer)((Container)DrawableChannel.Child).Child;
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public UserTrackingScrollContainer ScrollContainer => (UserTrackingScrollContainer)((Container)DrawableChannel.Child).Child;
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public FillFlowContainer FillFlow => (FillFlowContainer)ScrollContainer.Child;
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@ -25,8 +25,6 @@ namespace osu.Game.Graphics.Containers
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/// </summary>
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public bool UserScrolling { get; private set; }
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public void CancelUserScroll() => UserScrolling = false;
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public UserTrackingScrollContainer()
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{
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}
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@ -38,26 +36,37 @@ namespace osu.Game.Graphics.Containers
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protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = default)
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{
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UserScrolling = true;
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base.OnUserScroll(value, animated, distanceDecay);
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OnScrollChange(true);
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}
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public new void ScrollIntoView(Drawable target, bool animated = true)
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{
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UserScrolling = false;
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base.ScrollIntoView(target, animated);
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OnScrollChange(false);
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}
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public new void ScrollTo(float value, bool animated = true, double? distanceDecay = null)
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{
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UserScrolling = false;
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base.ScrollTo(value, animated, distanceDecay);
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OnScrollChange(false);
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}
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public new void ScrollToStart(bool animated = true, bool allowDuringDrag = false)
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{
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base.ScrollToStart(animated, allowDuringDrag);
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OnScrollChange(false);
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}
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public new void ScrollToEnd(bool animated = true, bool allowDuringDrag = false)
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{
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UserScrolling = false;
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base.ScrollToEnd(animated, allowDuringDrag);
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OnScrollChange(false);
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}
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/// <summary>
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/// Invoked when any scroll has been performed either automatically or by user.
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/// </summary>
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protected virtual void OnScrollChange(bool byUser) => UserScrolling = byUser;
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}
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}
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@ -249,31 +249,32 @@ namespace osu.Game.Overlays.Chat
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/// </summary>
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private const float auto_scroll_leniency = 10f;
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private bool trackNewContent = true;
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private float? lastExtent;
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protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = default)
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protected override void OnScrollChange(bool byUser)
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{
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base.OnUserScroll(value, animated, distanceDecay);
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lastExtent = null;
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base.OnScrollChange(byUser);
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if (byUser)
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lastExtent = null;
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trackNewContent = IsScrolledToEnd(auto_scroll_leniency);
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}
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protected override void Update()
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{
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base.Update();
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// If the user has scrolled to the bottom of the container, we should resume tracking new content.
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if (UserScrolling && IsScrolledToEnd(auto_scroll_leniency))
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CancelUserScroll();
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// If the user hasn't overridden our behaviour and there has been new content added to the container, we should update our scroll position to track it.
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bool requiresScrollUpdate = !UserScrolling && (lastExtent == null || Precision.AlmostBigger(ScrollableExtent, lastExtent.Value));
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bool requiresScrollUpdate = trackNewContent && (lastExtent == null || Precision.AlmostBigger(ScrollableExtent, lastExtent.Value));
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if (requiresScrollUpdate)
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{
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// Schedule required to allow FillFlow to be the correct size.
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Schedule(() =>
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{
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if (!UserScrolling)
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if (trackNewContent)
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{
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if (Current < ScrollableExtent)
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ScrollToEnd();
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