mirror of
https://github.com/ppy/osu
synced 2024-12-12 18:07:52 +00:00
941 lines
35 KiB
C#
941 lines
35 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Extensions;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Input.Bindings;
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using osu.Game.Screens.Select.Carousel;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Select
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{
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public class BeatmapCarousel : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
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/// Height of the area above the carousel that should be treated as visible due to transparency of elements in front of it.
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/// </summary>
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public float BleedTop { get; set; }
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/// <summary>
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/// Height of the area below the carousel that should be treated as visible due to transparency of elements in front of it.
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/// </summary>
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public float BleedBottom { get; set; }
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/// <summary>
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/// Triggered when the <see cref="BeatmapSets"/> loaded change and are completely loaded.
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/// </summary>
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public Action BeatmapSetsChanged;
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/// <summary>
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/// The currently selected beatmap.
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/// </summary>
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public BeatmapInfo SelectedBeatmap => selectedBeatmap?.Beatmap;
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private CarouselBeatmap selectedBeatmap => selectedBeatmapSet?.Beatmaps.FirstOrDefault(s => s.State.Value == CarouselItemState.Selected);
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/// <summary>
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/// The currently selected beatmap set.
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/// </summary>
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public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet;
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/// <summary>
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/// A function to optionally decide on a recommended difficulty from a beatmap set.
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/// </summary>
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public Func<IEnumerable<BeatmapInfo>, BeatmapInfo> GetRecommendedBeatmap;
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private CarouselBeatmapSet selectedBeatmapSet;
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/// <summary>
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/// Raised when the <see cref="SelectedBeatmap"/> is changed.
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/// </summary>
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public Action<BeatmapInfo> SelectionChanged;
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public override bool HandleNonPositionalInput => AllowSelection;
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public override bool HandlePositionalInput => AllowSelection;
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public override bool PropagatePositionalInputSubTree => AllowSelection;
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public override bool PropagateNonPositionalInputSubTree => AllowSelection;
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private (int first, int last) displayedRange;
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/// <summary>
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/// Extend the range to retain already loaded pooled drawables.
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/// </summary>
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private const float distance_offscreen_before_unload = 1024;
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/// <summary>
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/// Extend the range to update positions / retrieve pooled drawables outside of visible range.
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/// </summary>
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private const float distance_offscreen_to_preload = 512; // todo: adjust this appropriately once we can make set panel contents load while off-screen.
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/// <summary>
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/// Whether carousel items have completed asynchronously loaded.
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/// </summary>
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public bool BeatmapSetsLoaded { get; private set; }
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private readonly CarouselScrollContainer scroll;
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private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
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// todo: only used for testing, maybe remove.
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public IEnumerable<BeatmapSetInfo> BeatmapSets
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{
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get => beatmapSets.Select(g => g.BeatmapSet);
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set => loadBeatmapSets(value);
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}
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private void loadBeatmapSets(IEnumerable<BeatmapSetInfo> beatmapSets)
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{
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CarouselRoot newRoot = new CarouselRoot(this);
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newRoot.AddChildren(beatmapSets.Select(createCarouselSet).Where(g => g != null));
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root = newRoot;
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if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet))
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selectedBeatmapSet = null;
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ScrollableContent.Clear(false);
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itemsCache.Invalidate();
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scrollPositionCache.Invalidate();
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// apply any pending filter operation that may have been delayed (see applyActiveCriteria's scheduling behaviour when BeatmapSetsLoaded is false).
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FlushPendingFilterOperations();
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// Run on late scheduler want to ensure this runs after all pending UpdateBeatmapSet / RemoveBeatmapSet operations are run.
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SchedulerAfterChildren.Add(() =>
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{
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BeatmapSetsChanged?.Invoke();
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BeatmapSetsLoaded = true;
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});
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}
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private readonly List<CarouselItem> visibleItems = new List<CarouselItem>();
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private readonly Cached itemsCache = new Cached();
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private readonly Cached scrollPositionCache = new Cached();
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protected readonly Container<DrawableCarouselItem> ScrollableContent;
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public Bindable<bool> RightClickScrollingEnabled = new Bindable<bool>();
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public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>();
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private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
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private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
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private CarouselRoot root;
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private IBindable<WeakReference<BeatmapSetInfo>> itemUpdated;
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private IBindable<WeakReference<BeatmapSetInfo>> itemRemoved;
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private IBindable<WeakReference<BeatmapInfo>> itemHidden;
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private IBindable<WeakReference<BeatmapInfo>> itemRestored;
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private readonly DrawablePool<DrawableCarouselBeatmapSet> setPool = new DrawablePool<DrawableCarouselBeatmapSet>(100);
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public BeatmapCarousel()
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{
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root = new CarouselRoot(this);
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InternalChild = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = scroll = new CarouselScrollContainer
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{
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Masking = false,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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setPool,
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ScrollableContent = new Container<DrawableCarouselItem>
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{
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RelativeSizeAxes = Axes.X,
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}
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}
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}
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};
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}
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm);
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config.BindWith(OsuSetting.SongSelectRightMouseScroll, RightClickScrollingEnabled);
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RightClickScrollingEnabled.ValueChanged += enabled => scroll.RightMouseScrollbar = enabled.NewValue;
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RightClickScrollingEnabled.TriggerChange();
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itemUpdated = beatmaps.ItemUpdated.GetBoundCopy();
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itemUpdated.BindValueChanged(beatmapUpdated);
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itemRemoved = beatmaps.ItemRemoved.GetBoundCopy();
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itemRemoved.BindValueChanged(beatmapRemoved);
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itemHidden = beatmaps.BeatmapHidden.GetBoundCopy();
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itemHidden.BindValueChanged(beatmapHidden);
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itemRestored = beatmaps.BeatmapRestored.GetBoundCopy();
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itemRestored.BindValueChanged(beatmapRestored);
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if (!beatmapSets.Any())
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loadBeatmapSets(GetLoadableBeatmaps());
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}
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protected virtual IEnumerable<BeatmapSetInfo> GetLoadableBeatmaps() => beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.AllButFiles);
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public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
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{
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var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
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if (existingSet == null)
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return;
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root.RemoveChild(existingSet);
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itemsCache.Invalidate();
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});
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public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
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{
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int? previouslySelectedID = null;
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CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
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// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
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if (existingSet?.State?.Value == CarouselItemState.Selected)
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previouslySelectedID = selectedBeatmap?.Beatmap.ID;
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var newSet = createCarouselSet(beatmapSet);
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if (existingSet != null)
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root.RemoveChild(existingSet);
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if (newSet == null)
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{
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itemsCache.Invalidate();
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return;
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}
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root.AddChild(newSet);
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// only reset scroll position if already near the scroll target.
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// without this, during a large beatmap import it is impossible to navigate the carousel.
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applyActiveCriteria(false, alwaysResetScrollPosition: false);
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// check if we can/need to maintain our current selection.
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if (previouslySelectedID != null)
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet);
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itemsCache.Invalidate();
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Schedule(() => BeatmapSetsChanged?.Invoke());
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});
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/// <summary>
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/// Selects a given beatmap on the carousel.
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/// </summary>
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/// <param name="beatmap">The beatmap to select.</param>
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/// <param name="bypassFilters">Whether to select the beatmap even if it is filtered (i.e., not visible on carousel).</param>
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/// <returns>True if a selection was made, False if it wasn't.</returns>
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public bool SelectBeatmap(BeatmapInfo beatmap, bool bypassFilters = true)
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{
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// ensure that any pending events from BeatmapManager have been run before attempting a selection.
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Scheduler.Update();
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if (beatmap?.Hidden != false)
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return false;
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foreach (CarouselBeatmapSet set in beatmapSets)
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{
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if (!bypassFilters && set.Filtered.Value)
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continue;
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var item = set.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (item == null)
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// The beatmap that needs to be selected doesn't exist in this set
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continue;
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if (!bypassFilters && item.Filtered.Value)
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return false;
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select(item);
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// if we got here and the set is filtered, it means we were bypassing filters.
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// in this case, reapplying the filter is necessary to ensure the panel is in the correct place
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// (since it is forcefully being included in the carousel).
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if (set.Filtered.Value)
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{
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Debug.Assert(bypassFilters);
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applyActiveCriteria(false);
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}
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return true;
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}
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return false;
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}
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/// <summary>
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/// Increment selection in the carousel in a chosen direction.
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/// </summary>
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/// <param name="direction">The direction to increment. Negative is backwards.</param>
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/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
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public void SelectNext(int direction = 1, bool skipDifficulties = true)
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{
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if (beatmapSets.All(s => s.Filtered.Value))
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return;
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if (skipDifficulties)
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selectNextSet(direction, true);
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else
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selectNextDifficulty(direction);
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}
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private void selectNextSet(int direction, bool skipDifficulties)
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{
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var unfilteredSets = beatmapSets.Where(s => !s.Filtered.Value).ToList();
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var nextSet = unfilteredSets[(unfilteredSets.IndexOf(selectedBeatmapSet) + direction + unfilteredSets.Count) % unfilteredSets.Count];
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if (skipDifficulties)
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select(nextSet);
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else
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select(direction > 0 ? nextSet.Beatmaps.First(b => !b.Filtered.Value) : nextSet.Beatmaps.Last(b => !b.Filtered.Value));
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}
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private void selectNextDifficulty(int direction)
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{
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if (selectedBeatmap == null)
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return;
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var unfilteredDifficulties = selectedBeatmapSet.Children.Where(s => !s.Filtered.Value).ToList();
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int index = unfilteredDifficulties.IndexOf(selectedBeatmap);
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if (index + direction < 0 || index + direction >= unfilteredDifficulties.Count)
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selectNextSet(direction, false);
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else
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select(unfilteredDifficulties[index + direction]);
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}
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/// <summary>
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/// Select the next beatmap in the random sequence.
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/// </summary>
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/// <returns>True if a selection could be made, else False.</returns>
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public bool SelectNextRandom()
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{
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if (!AllowSelection)
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return false;
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var visibleSets = beatmapSets.Where(s => !s.Filtered.Value).ToList();
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if (!visibleSets.Any())
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return false;
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if (selectedBeatmap != null)
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{
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randomSelectedBeatmaps.Push(selectedBeatmap);
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// when performing a random, we want to add the current set to the previously visited list
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// else the user may be "randomised" to the existing selection.
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if (previouslyVisitedRandomSets.LastOrDefault() != selectedBeatmapSet)
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previouslyVisitedRandomSets.Add(selectedBeatmapSet);
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}
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CarouselBeatmapSet set;
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if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
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{
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var notYetVisitedSets = visibleSets.Except(previouslyVisitedRandomSets).ToList();
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if (!notYetVisitedSets.Any())
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{
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previouslyVisitedRandomSets.RemoveAll(s => visibleSets.Contains(s));
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notYetVisitedSets = visibleSets;
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}
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set = notYetVisitedSets.ElementAt(RNG.Next(notYetVisitedSets.Count));
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previouslyVisitedRandomSets.Add(set);
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}
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else
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set = visibleSets.ElementAt(RNG.Next(visibleSets.Count));
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select(set);
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return true;
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}
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public void SelectPreviousRandom()
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{
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while (randomSelectedBeatmaps.Any())
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{
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var beatmap = randomSelectedBeatmaps.Pop();
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if (!beatmap.Filtered.Value)
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{
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if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
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previouslyVisitedRandomSets.Remove(selectedBeatmapSet);
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select(beatmap);
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break;
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}
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}
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}
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private void select(CarouselItem item)
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{
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if (!AllowSelection)
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return;
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if (item == null) return;
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item.State.Value = CarouselItemState.Selected;
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}
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private FilterCriteria activeCriteria = new FilterCriteria();
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protected ScheduledDelegate PendingFilter;
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public bool AllowSelection = true;
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/// <summary>
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/// Half the height of the visible content.
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/// <remarks>
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/// This is different from the height of <see cref="ScrollContainer{T}"/>.displayableContent, since
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/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
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/// </remarks>
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/// </summary>
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private float visibleHalfHeight => (DrawHeight + BleedBottom + BleedTop) / 2;
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/// <summary>
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/// The position of the lower visible bound with respect to the current scroll position.
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/// </summary>
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private float visibleBottomBound => scroll.Current + DrawHeight + BleedBottom;
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/// <summary>
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/// The position of the upper visible bound with respect to the current scroll position.
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/// </summary>
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private float visibleUpperBound => scroll.Current - BleedTop;
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public void FlushPendingFilterOperations()
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{
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if (PendingFilter?.Completed == false)
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{
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applyActiveCriteria(false);
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Update();
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}
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}
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public void Filter(FilterCriteria newCriteria, bool debounce = true)
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{
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if (newCriteria != null)
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activeCriteria = newCriteria;
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applyActiveCriteria(debounce);
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}
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private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true)
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{
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PendingFilter?.Cancel();
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PendingFilter = null;
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if (debounce)
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PendingFilter = Scheduler.AddDelayed(perform, 250);
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else
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{
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// if initial load is not yet finished, this will be run inline in loadBeatmapSets to ensure correct order of operation.
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if (!BeatmapSetsLoaded)
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PendingFilter = Schedule(perform);
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else
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perform();
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}
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void perform()
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{
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PendingFilter = null;
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root.Filter(activeCriteria);
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itemsCache.Invalidate();
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if (alwaysResetScrollPosition || !scroll.UserScrolling)
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ScrollToSelected();
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}
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}
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private float? scrollTarget;
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/// <summary>
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/// Scroll to the current <see cref="SelectedBeatmap"/>.
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/// </summary>
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public void ScrollToSelected() => scrollPositionCache.Invalidate();
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#region Key / button selection logic
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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if (!e.Repeat)
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beginRepeatSelection(() => SelectNext(-1, true), e.Key);
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return true;
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case Key.Right:
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if (!e.Repeat)
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beginRepeatSelection(() => SelectNext(1, true), e.Key);
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return true;
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}
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return false;
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}
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protected override void OnKeyUp(KeyUpEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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case Key.Right:
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endRepeatSelection(e.Key);
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break;
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}
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base.OnKeyUp(e);
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}
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.SelectNext:
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beginRepeatSelection(() => SelectNext(1, false), action);
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return true;
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case GlobalAction.SelectPrevious:
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beginRepeatSelection(() => SelectNext(-1, false), action);
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.SelectNext:
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case GlobalAction.SelectPrevious:
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endRepeatSelection(action);
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break;
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}
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}
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private ScheduledDelegate repeatDelegate;
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private object lastRepeatSource;
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/// <summary>
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/// Begin repeating the specified selection action.
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/// </summary>
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/// <param name="action">The action to perform.</param>
|
|
/// <param name="source">The source of the action. Used in conjunction with <see cref="endRepeatSelection"/> to only cancel the correct action (most recently pressed key).</param>
|
|
private void beginRepeatSelection(Action action, object source)
|
|
{
|
|
endRepeatSelection();
|
|
|
|
lastRepeatSource = source;
|
|
repeatDelegate = this.BeginKeyRepeat(Scheduler, action);
|
|
}
|
|
|
|
private void endRepeatSelection(object source = null)
|
|
{
|
|
// only the most recent source should be able to cancel the current action.
|
|
if (source != null && !EqualityComparer<object>.Default.Equals(lastRepeatSource, source))
|
|
return;
|
|
|
|
repeatDelegate?.Cancel();
|
|
repeatDelegate = null;
|
|
lastRepeatSource = null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
bool revalidateItems = !itemsCache.IsValid;
|
|
|
|
// First we iterate over all non-filtered carousel items and populate their
|
|
// vertical position data.
|
|
if (revalidateItems)
|
|
updateYPositions();
|
|
|
|
// This data is consumed to find the currently displayable range.
|
|
// This is the range we want to keep drawables for, and should exceed the visible range slightly to avoid drawable churn.
|
|
var newDisplayRange = getDisplayRange();
|
|
|
|
// If the filtered items or visible range has changed, pooling requirements need to be checked.
|
|
// This involves fetching new items from the pool, returning no-longer required items.
|
|
if (revalidateItems || newDisplayRange != displayedRange)
|
|
{
|
|
displayedRange = newDisplayRange;
|
|
|
|
if (visibleItems.Count > 0)
|
|
{
|
|
var toDisplay = visibleItems.GetRange(displayedRange.first, displayedRange.last - displayedRange.first + 1);
|
|
|
|
foreach (var panel in ScrollableContent.Children)
|
|
{
|
|
if (toDisplay.Remove(panel.Item))
|
|
{
|
|
// panel already displayed.
|
|
continue;
|
|
}
|
|
|
|
// panel loaded as drawable but not required by visible range.
|
|
// remove but only if too far off-screen
|
|
if (panel.Y + panel.DrawHeight < visibleUpperBound - distance_offscreen_before_unload || panel.Y > visibleBottomBound + distance_offscreen_before_unload)
|
|
{
|
|
// may want a fade effect here (could be seen if a huge change happens, like a set with 20 difficulties becomes selected).
|
|
panel.ClearTransforms();
|
|
panel.Expire();
|
|
}
|
|
}
|
|
|
|
// Add those items within the previously found index range that should be displayed.
|
|
foreach (var item in toDisplay)
|
|
{
|
|
var panel = setPool.Get(p => p.Item = item);
|
|
|
|
panel.Depth = item.CarouselYPosition;
|
|
panel.Y = item.CarouselYPosition;
|
|
|
|
ScrollableContent.Add(panel);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finally, if the filtered items have changed, animate drawables to their new locations.
|
|
// This is common if a selected/collapsed state has changed.
|
|
if (revalidateItems)
|
|
{
|
|
foreach (DrawableCarouselItem panel in ScrollableContent.Children)
|
|
{
|
|
panel.MoveToY(panel.Item.CarouselYPosition, 800, Easing.OutQuint);
|
|
}
|
|
}
|
|
|
|
// Update externally controlled state of currently visible items (e.g. x-offset and opacity).
|
|
// This is a per-frame update on all drawable panels.
|
|
foreach (DrawableCarouselItem item in ScrollableContent.Children)
|
|
{
|
|
updateItem(item);
|
|
|
|
if (item is DrawableCarouselBeatmapSet set)
|
|
{
|
|
foreach (var diff in set.DrawableBeatmaps)
|
|
updateItem(diff, item);
|
|
}
|
|
}
|
|
}
|
|
|
|
private readonly CarouselBoundsItem carouselBoundsItem = new CarouselBoundsItem();
|
|
|
|
private (int firstIndex, int lastIndex) getDisplayRange()
|
|
{
|
|
// Find index range of all items that should be on-screen
|
|
carouselBoundsItem.CarouselYPosition = visibleUpperBound - distance_offscreen_to_preload;
|
|
int firstIndex = visibleItems.BinarySearch(carouselBoundsItem);
|
|
if (firstIndex < 0) firstIndex = ~firstIndex;
|
|
|
|
carouselBoundsItem.CarouselYPosition = visibleBottomBound + distance_offscreen_to_preload;
|
|
int lastIndex = visibleItems.BinarySearch(carouselBoundsItem);
|
|
if (lastIndex < 0) lastIndex = ~lastIndex;
|
|
|
|
// as we can't be 100% sure on the size of individual carousel drawables,
|
|
// always play it safe and extend bounds by one.
|
|
firstIndex = Math.Max(0, firstIndex - 1);
|
|
lastIndex = Math.Clamp(lastIndex + 1, firstIndex, Math.Max(0, visibleItems.Count - 1));
|
|
|
|
return (firstIndex, lastIndex);
|
|
}
|
|
|
|
protected override void UpdateAfterChildren()
|
|
{
|
|
base.UpdateAfterChildren();
|
|
|
|
if (!scrollPositionCache.IsValid)
|
|
updateScrollPosition();
|
|
}
|
|
|
|
private void beatmapRemoved(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakItem)
|
|
{
|
|
if (weakItem.NewValue.TryGetTarget(out var item))
|
|
RemoveBeatmapSet(item);
|
|
}
|
|
|
|
private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakItem)
|
|
{
|
|
if (weakItem.NewValue.TryGetTarget(out var item))
|
|
UpdateBeatmapSet(item);
|
|
}
|
|
|
|
private void beatmapRestored(ValueChangedEvent<WeakReference<BeatmapInfo>> weakItem)
|
|
{
|
|
if (weakItem.NewValue.TryGetTarget(out var b))
|
|
UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
|
|
}
|
|
|
|
private void beatmapHidden(ValueChangedEvent<WeakReference<BeatmapInfo>> weakItem)
|
|
{
|
|
if (weakItem.NewValue.TryGetTarget(out var b))
|
|
UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
|
|
}
|
|
|
|
private CarouselBeatmapSet createCarouselSet(BeatmapSetInfo beatmapSet)
|
|
{
|
|
if (beatmapSet.Beatmaps.All(b => b.Hidden))
|
|
return null;
|
|
|
|
// todo: remove the need for this.
|
|
foreach (var b in beatmapSet.Beatmaps)
|
|
b.Metadata ??= beatmapSet.Metadata;
|
|
|
|
var set = new CarouselBeatmapSet(beatmapSet)
|
|
{
|
|
GetRecommendedBeatmap = beatmaps => GetRecommendedBeatmap?.Invoke(beatmaps)
|
|
};
|
|
|
|
foreach (var c in set.Beatmaps)
|
|
{
|
|
c.State.ValueChanged += state =>
|
|
{
|
|
if (state.NewValue == CarouselItemState.Selected)
|
|
{
|
|
selectedBeatmapSet = set;
|
|
SelectionChanged?.Invoke(c.Beatmap);
|
|
|
|
itemsCache.Invalidate();
|
|
ScrollToSelected();
|
|
}
|
|
};
|
|
}
|
|
|
|
return set;
|
|
}
|
|
|
|
private const float panel_padding = 5;
|
|
|
|
/// <summary>
|
|
/// Computes the target Y positions for every item in the carousel.
|
|
/// </summary>
|
|
/// <returns>The Y position of the currently selected item.</returns>
|
|
private void updateYPositions()
|
|
{
|
|
visibleItems.Clear();
|
|
|
|
float currentY = visibleHalfHeight;
|
|
|
|
scrollTarget = null;
|
|
|
|
foreach (CarouselItem item in root.Children)
|
|
{
|
|
if (item.Filtered.Value)
|
|
continue;
|
|
|
|
switch (item)
|
|
{
|
|
case CarouselBeatmapSet set:
|
|
{
|
|
visibleItems.Add(set);
|
|
set.CarouselYPosition = currentY;
|
|
|
|
if (item.State.Value == CarouselItemState.Selected)
|
|
{
|
|
// scroll position at currentY makes the set panel appear at the very top of the carousel's screen space
|
|
// move down by half of visible height (height of the carousel's visible extent, including semi-transparent areas)
|
|
// then reapply the top semi-transparent area (because carousel's screen space starts below it)
|
|
scrollTarget = currentY + DrawableCarouselBeatmapSet.HEIGHT - visibleHalfHeight + BleedTop;
|
|
|
|
foreach (var b in set.Beatmaps)
|
|
{
|
|
if (!b.Visible)
|
|
continue;
|
|
|
|
if (b.State.Value == CarouselItemState.Selected)
|
|
{
|
|
scrollTarget += b.TotalHeight / 2;
|
|
break;
|
|
}
|
|
|
|
scrollTarget += b.TotalHeight;
|
|
}
|
|
}
|
|
|
|
currentY += set.TotalHeight + panel_padding;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
currentY += visibleHalfHeight;
|
|
ScrollableContent.Height = currentY;
|
|
|
|
if (BeatmapSetsLoaded && (selectedBeatmapSet == null || selectedBeatmap == null || selectedBeatmapSet.State.Value != CarouselItemState.Selected))
|
|
{
|
|
selectedBeatmapSet = null;
|
|
SelectionChanged?.Invoke(null);
|
|
}
|
|
|
|
itemsCache.Validate();
|
|
}
|
|
|
|
private bool firstScroll = true;
|
|
|
|
private void updateScrollPosition()
|
|
{
|
|
if (scrollTarget != null)
|
|
{
|
|
if (firstScroll)
|
|
{
|
|
// reduce movement when first displaying the carousel.
|
|
scroll.ScrollTo(scrollTarget.Value - 200, false);
|
|
firstScroll = false;
|
|
}
|
|
|
|
scroll.ScrollTo(scrollTarget.Value);
|
|
scrollPositionCache.Validate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the x-offset of currently visible items. Makes the carousel appear round.
|
|
/// </summary>
|
|
/// <param name="dist">
|
|
/// Vertical distance from the center of the carousel container
|
|
/// ranging from -1 to 1.
|
|
/// </param>
|
|
/// <param name="halfHeight">Half the height of the carousel container.</param>
|
|
private static float offsetX(float dist, float halfHeight)
|
|
{
|
|
// The radius of the circle the carousel moves on.
|
|
const float circle_radius = 3;
|
|
float discriminant = MathF.Max(0, circle_radius * circle_radius - dist * dist);
|
|
float x = (circle_radius - MathF.Sqrt(discriminant)) * halfHeight;
|
|
|
|
return 125 + x;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update a item's x position and multiplicative alpha based on its y position and
|
|
/// the current scroll position.
|
|
/// </summary>
|
|
/// <param name="item">The item to be updated.</param>
|
|
/// <param name="parent">For nested items, the parent of the item to be updated.</param>
|
|
private void updateItem(DrawableCarouselItem item, DrawableCarouselItem parent = null)
|
|
{
|
|
Vector2 posInScroll = ScrollableContent.ToLocalSpace(item.Header.ScreenSpaceDrawQuad.Centre);
|
|
float itemDrawY = posInScroll.Y - visibleUpperBound;
|
|
float dist = Math.Abs(1f - itemDrawY / visibleHalfHeight);
|
|
|
|
// adjusting the item's overall X position can cause it to become masked away when
|
|
// child items (difficulties) are still visible.
|
|
item.Header.X = offsetX(dist, visibleHalfHeight) - (parent?.X ?? 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 alpha transformations on top.
|
|
item.SetMultiplicativeAlpha(Math.Clamp(1.75f - 1.5f * dist, 0, 1));
|
|
}
|
|
|
|
/// <summary>
|
|
/// A carousel item strictly used for binary search purposes.
|
|
/// </summary>
|
|
private class CarouselBoundsItem : CarouselItem
|
|
{
|
|
public override DrawableCarouselItem CreateDrawableRepresentation() =>
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
private class CarouselRoot : CarouselGroupEagerSelect
|
|
{
|
|
private readonly BeatmapCarousel carousel;
|
|
|
|
public CarouselRoot(BeatmapCarousel carousel)
|
|
{
|
|
// root should always remain selected. if not, PerformSelection will not be called.
|
|
State.Value = CarouselItemState.Selected;
|
|
State.ValueChanged += state => State.Value = CarouselItemState.Selected;
|
|
|
|
this.carousel = carousel;
|
|
}
|
|
|
|
protected override void PerformSelection()
|
|
{
|
|
if (LastSelected == null || LastSelected.Filtered.Value)
|
|
carousel?.SelectNextRandom();
|
|
else
|
|
base.PerformSelection();
|
|
}
|
|
}
|
|
|
|
private class CarouselScrollContainer : OsuScrollContainer
|
|
{
|
|
private bool rightMouseScrollBlocked;
|
|
|
|
/// <summary>
|
|
/// Whether the last scroll event was user triggered, directly on the scroll container.
|
|
/// </summary>
|
|
public bool UserScrolling { get; private set; }
|
|
|
|
// ReSharper disable once OptionalParameterHierarchyMismatch 2020.3 EAP4 bug. (https://youtrack.jetbrains.com/issue/RSRP-481535?p=RIDER-51910)
|
|
protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = default)
|
|
{
|
|
UserScrolling = true;
|
|
base.OnUserScroll(value, animated, distanceDecay);
|
|
}
|
|
|
|
public new void ScrollTo(float value, bool animated = true, double? distanceDecay = null)
|
|
{
|
|
UserScrolling = false;
|
|
base.ScrollTo(value, animated, distanceDecay);
|
|
}
|
|
|
|
protected override bool OnMouseDown(MouseDownEvent e)
|
|
{
|
|
if (e.Button == MouseButton.Right)
|
|
{
|
|
// we need to block right click absolute scrolling when hovering a carousel item so context menus can display.
|
|
// this can be reconsidered when we have an alternative to right click scrolling.
|
|
if (GetContainingInputManager().HoveredDrawables.OfType<DrawableCarouselItem>().Any())
|
|
{
|
|
rightMouseScrollBlocked = true;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
rightMouseScrollBlocked = false;
|
|
return base.OnMouseDown(e);
|
|
}
|
|
|
|
protected override bool OnDragStart(DragStartEvent e)
|
|
{
|
|
if (rightMouseScrollBlocked)
|
|
return false;
|
|
|
|
return base.OnDragStart(e);
|
|
}
|
|
}
|
|
}
|
|
}
|