Merge pull request #25575 from frenzibyte/collection-dropdown-improve-ux

Improve handling of beatmap collection changes in `CollectionDropdown`
This commit is contained in:
Dean Herbert 2023-12-14 18:39:36 +09:00 committed by GitHub
commit 76653e61cb
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2 changed files with 55 additions and 34 deletions

View File

@ -192,7 +192,7 @@ namespace osu.Game.Tests.Visual.SongSelect
AddStep("select collection", () =>
{
InputManager.MoveMouseTo(getCollectionDropdownItems().ElementAt(1));
InputManager.MoveMouseTo(getCollectionDropdownItemAt(1));
InputManager.Click(MouseButton.Left);
});
@ -206,7 +206,8 @@ namespace osu.Game.Tests.Visual.SongSelect
AddStep("click manage collections filter", () =>
{
InputManager.MoveMouseTo(getCollectionDropdownItems().Last());
int lastItemIndex = control.ChildrenOfType<CollectionDropdown>().Single().Items.Count() - 1;
InputManager.MoveMouseTo(getCollectionDropdownItemAt(lastItemIndex));
InputManager.Click(MouseButton.Left);
});
@ -232,10 +233,10 @@ namespace osu.Game.Tests.Visual.SongSelect
private void assertCollectionDropdownContains(string collectionName, bool shouldContain = true) =>
AddUntilStep($"collection dropdown {(shouldContain ? "contains" : "does not contain")} '{collectionName}'",
// 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
() => shouldContain == (getCollectionDropdownItems().Any(i => i.ChildrenOfType<CompositeDrawable>().OfType<IHasText>().First().Text == collectionName)));
() => shouldContain == control.ChildrenOfType<Menu.DrawableMenuItem>().Any(i => i.ChildrenOfType<CompositeDrawable>().OfType<IHasText>().First().Text == collectionName));
private IconButton getAddOrRemoveButton(int index)
=> getCollectionDropdownItems().ElementAt(index).ChildrenOfType<IconButton>().Single();
=> getCollectionDropdownItemAt(index).ChildrenOfType<IconButton>().Single();
private void addExpandHeaderStep() => AddStep("expand header", () =>
{
@ -249,7 +250,11 @@ namespace osu.Game.Tests.Visual.SongSelect
InputManager.Click(MouseButton.Left);
});
private IEnumerable<Dropdown<CollectionFilterMenuItem>.DropdownMenu.DrawableDropdownMenuItem> getCollectionDropdownItems()
=> control.ChildrenOfType<CollectionDropdown>().Single().ChildrenOfType<Dropdown<CollectionFilterMenuItem>.DropdownMenu.DrawableDropdownMenuItem>();
private Menu.DrawableMenuItem getCollectionDropdownItemAt(int index)
{
// 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
CollectionFilterMenuItem item = control.ChildrenOfType<CollectionDropdown>().Single().ItemSource.ElementAt(index);
return control.ChildrenOfType<Menu.DrawableMenuItem>().Single(i => i.Item.Text.Value == item.CollectionName);
}
}
}

View File

@ -43,11 +43,13 @@ namespace osu.Game.Collections
private IDisposable? realmSubscription;
private readonly CollectionFilterMenuItem allBeatmapsItem = new AllBeatmapsCollectionFilterMenuItem();
public CollectionDropdown()
{
ItemSource = filters;
Current.Value = new AllBeatmapsCollectionFilterMenuItem();
Current.Value = allBeatmapsItem;
}
protected override void LoadComplete()
@ -61,37 +63,51 @@ namespace osu.Game.Collections
private void collectionsChanged(IRealmCollection<BeatmapCollection> collections, ChangeSet? changes)
{
var selectedItem = SelectedItem?.Value?.Collection;
var allBeatmaps = new AllBeatmapsCollectionFilterMenuItem();
filters.Clear();
filters.Add(allBeatmaps);
filters.AddRange(collections.Select(c => new CollectionFilterMenuItem(c.ToLive(realm))));
if (ShowManageCollectionsItem)
filters.Add(new ManageCollectionsFilterMenuItem());
// This current update and schedule is required to work around dropdown headers not updating text even when the selected item
// changes. It's not great but honestly the whole dropdown menu structure isn't great. This needs to be fixed, but I'll issue
// a warning that it's going to be a frustrating journey.
Current.Value = allBeatmaps;
Schedule(() =>
if (changes == null)
{
// current may have changed before the scheduled call is run.
if (Current.Value != allBeatmaps)
return;
Current.Value = filters.SingleOrDefault(f => f.Collection != null && f.Collection.ID == selectedItem?.ID) ?? filters[0];
});
// Trigger a re-filter if the current item was in the change set.
if (selectedItem != null && changes != null)
filters.Add(allBeatmapsItem);
filters.AddRange(collections.Select(c => new CollectionFilterMenuItem(c.ToLive(realm))));
if (ShowManageCollectionsItem)
filters.Add(new ManageCollectionsFilterMenuItem());
}
else
{
foreach (int index in changes.ModifiedIndices)
foreach (int i in changes.DeletedIndices)
filters.RemoveAt(i + 1);
foreach (int i in changes.InsertedIndices)
filters.Insert(i + 1, new CollectionFilterMenuItem(collections[i].ToLive(realm)));
var selectedItem = SelectedItem?.Value;
foreach (int i in changes.NewModifiedIndices)
{
if (collections[index].ID == selectedItem.ID)
var updatedItem = collections[i];
// This is responsible for updating the state of the +/- button and the collection's name.
// TODO: we can probably make the menu items update with changes to avoid this.
filters.RemoveAt(i + 1);
filters.Insert(i + 1, new CollectionFilterMenuItem(updatedItem.ToLive(realm)));
if (updatedItem.ID == selectedItem?.Collection?.ID)
{
// This current update and schedule is required to work around dropdown headers not updating text even when the selected item
// changes. It's not great but honestly the whole dropdown menu structure isn't great. This needs to be fixed, but I'll issue
// a warning that it's going to be a frustrating journey.
Current.Value = allBeatmapsItem;
Schedule(() =>
{
// current may have changed before the scheduled call is run.
if (Current.Value != allBeatmapsItem)
return;
Current.Value = filters.SingleOrDefault(f => f.Collection?.ID == selectedItem.Collection?.ID) ?? filters[0];
});
// Trigger an external re-filter if the current item was in the change set.
RequestFilter?.Invoke();
break;
}
}
}
}