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Merge pull request #25575 from frenzibyte/collection-dropdown-improve-ux
Improve handling of beatmap collection changes in `CollectionDropdown`
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commit
76653e61cb
@ -192,7 +192,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddStep("select collection", () =>
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{
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InputManager.MoveMouseTo(getCollectionDropdownItems().ElementAt(1));
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InputManager.MoveMouseTo(getCollectionDropdownItemAt(1));
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InputManager.Click(MouseButton.Left);
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});
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@ -206,7 +206,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddStep("click manage collections filter", () =>
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{
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InputManager.MoveMouseTo(getCollectionDropdownItems().Last());
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int lastItemIndex = control.ChildrenOfType<CollectionDropdown>().Single().Items.Count() - 1;
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InputManager.MoveMouseTo(getCollectionDropdownItemAt(lastItemIndex));
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InputManager.Click(MouseButton.Left);
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});
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@ -232,10 +233,10 @@ namespace osu.Game.Tests.Visual.SongSelect
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private void assertCollectionDropdownContains(string collectionName, bool shouldContain = true) =>
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AddUntilStep($"collection dropdown {(shouldContain ? "contains" : "does not contain")} '{collectionName}'",
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// A bit of a roundabout way of going about this, see: https://github.com/ppy/osu-framework/issues/3871 + https://github.com/ppy/osu-framework/issues/3872
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() => shouldContain == (getCollectionDropdownItems().Any(i => i.ChildrenOfType<CompositeDrawable>().OfType<IHasText>().First().Text == collectionName)));
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() => shouldContain == control.ChildrenOfType<Menu.DrawableMenuItem>().Any(i => i.ChildrenOfType<CompositeDrawable>().OfType<IHasText>().First().Text == collectionName));
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private IconButton getAddOrRemoveButton(int index)
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=> getCollectionDropdownItems().ElementAt(index).ChildrenOfType<IconButton>().Single();
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=> getCollectionDropdownItemAt(index).ChildrenOfType<IconButton>().Single();
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private void addExpandHeaderStep() => AddStep("expand header", () =>
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{
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@ -249,7 +250,11 @@ namespace osu.Game.Tests.Visual.SongSelect
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InputManager.Click(MouseButton.Left);
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});
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private IEnumerable<Dropdown<CollectionFilterMenuItem>.DropdownMenu.DrawableDropdownMenuItem> getCollectionDropdownItems()
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=> control.ChildrenOfType<CollectionDropdown>().Single().ChildrenOfType<Dropdown<CollectionFilterMenuItem>.DropdownMenu.DrawableDropdownMenuItem>();
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private Menu.DrawableMenuItem getCollectionDropdownItemAt(int index)
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{
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// todo: we should be able to use Items, but apparently that's not guaranteed to be ordered... see: https://github.com/ppy/osu-framework/pull/6079
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CollectionFilterMenuItem item = control.ChildrenOfType<CollectionDropdown>().Single().ItemSource.ElementAt(index);
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return control.ChildrenOfType<Menu.DrawableMenuItem>().Single(i => i.Item.Text.Value == item.CollectionName);
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}
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}
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}
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@ -43,11 +43,13 @@ namespace osu.Game.Collections
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private IDisposable? realmSubscription;
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private readonly CollectionFilterMenuItem allBeatmapsItem = new AllBeatmapsCollectionFilterMenuItem();
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public CollectionDropdown()
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{
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ItemSource = filters;
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Current.Value = new AllBeatmapsCollectionFilterMenuItem();
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Current.Value = allBeatmapsItem;
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}
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protected override void LoadComplete()
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@ -61,37 +63,51 @@ namespace osu.Game.Collections
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private void collectionsChanged(IRealmCollection<BeatmapCollection> collections, ChangeSet? changes)
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{
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var selectedItem = SelectedItem?.Value?.Collection;
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var allBeatmaps = new AllBeatmapsCollectionFilterMenuItem();
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filters.Clear();
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filters.Add(allBeatmaps);
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filters.AddRange(collections.Select(c => new CollectionFilterMenuItem(c.ToLive(realm))));
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if (ShowManageCollectionsItem)
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filters.Add(new ManageCollectionsFilterMenuItem());
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// This current update and schedule is required to work around dropdown headers not updating text even when the selected item
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// changes. It's not great but honestly the whole dropdown menu structure isn't great. This needs to be fixed, but I'll issue
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// a warning that it's going to be a frustrating journey.
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Current.Value = allBeatmaps;
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Schedule(() =>
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if (changes == null)
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{
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// current may have changed before the scheduled call is run.
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if (Current.Value != allBeatmaps)
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return;
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Current.Value = filters.SingleOrDefault(f => f.Collection != null && f.Collection.ID == selectedItem?.ID) ?? filters[0];
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});
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// Trigger a re-filter if the current item was in the change set.
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if (selectedItem != null && changes != null)
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filters.Add(allBeatmapsItem);
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filters.AddRange(collections.Select(c => new CollectionFilterMenuItem(c.ToLive(realm))));
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if (ShowManageCollectionsItem)
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filters.Add(new ManageCollectionsFilterMenuItem());
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}
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else
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{
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foreach (int index in changes.ModifiedIndices)
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foreach (int i in changes.DeletedIndices)
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filters.RemoveAt(i + 1);
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foreach (int i in changes.InsertedIndices)
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filters.Insert(i + 1, new CollectionFilterMenuItem(collections[i].ToLive(realm)));
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var selectedItem = SelectedItem?.Value;
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foreach (int i in changes.NewModifiedIndices)
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{
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if (collections[index].ID == selectedItem.ID)
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var updatedItem = collections[i];
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// This is responsible for updating the state of the +/- button and the collection's name.
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// TODO: we can probably make the menu items update with changes to avoid this.
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filters.RemoveAt(i + 1);
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filters.Insert(i + 1, new CollectionFilterMenuItem(updatedItem.ToLive(realm)));
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if (updatedItem.ID == selectedItem?.Collection?.ID)
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{
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// This current update and schedule is required to work around dropdown headers not updating text even when the selected item
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// changes. It's not great but honestly the whole dropdown menu structure isn't great. This needs to be fixed, but I'll issue
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// a warning that it's going to be a frustrating journey.
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Current.Value = allBeatmapsItem;
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Schedule(() =>
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{
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// current may have changed before the scheduled call is run.
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if (Current.Value != allBeatmapsItem)
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return;
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Current.Value = filters.SingleOrDefault(f => f.Collection?.ID == selectedItem.Collection?.ID) ?? filters[0];
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});
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// Trigger an external re-filter if the current item was in the change set.
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RequestFilter?.Invoke();
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break;
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}
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}
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}
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}
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