mirror of
https://github.com/ppy/osu
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245 lines
8.2 KiB
C#
245 lines
8.2 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.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.Rooms;
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using osuTK;
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namespace osu.Game.Screens.OnlinePlay
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{
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/// <summary>
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/// A scrollable list which displays the <see cref="PlaylistItem"/>s in a <see cref="Room"/>.
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/// </summary>
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public class DrawableRoomPlaylist : OsuRearrangeableListContainer<PlaylistItem>, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
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/// The currently-selected item. Selection is visually represented with a border.
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/// May be updated by clicking playlist items if <see cref="AllowSelection"/> is <c>true</c>.
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/// </summary>
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public readonly Bindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
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/// <summary>
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/// Invoked when an item is requested to be deleted.
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/// </summary>
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public Action<PlaylistItem> RequestDeletion;
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/// <summary>
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/// Invoked when an item requests its results to be shown.
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/// </summary>
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public Action<PlaylistItem> RequestResults;
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/// <summary>
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/// Invoked when an item requests to be edited.
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/// </summary>
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public Action<PlaylistItem> RequestEdit;
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private bool allowReordering;
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/// <summary>
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/// Whether to allow reordering items in the playlist.
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/// </summary>
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public bool AllowReordering
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{
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get => allowReordering;
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set
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{
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allowReordering = value;
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foreach (var item in ListContainer.OfType<DrawableRoomPlaylistItem>())
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item.AllowReordering = value;
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}
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}
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private bool allowDeletion;
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/// <summary>
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/// Whether to allow deleting items from the playlist.
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/// If <c>true</c>, requests to delete items may be satisfied via <see cref="RequestDeletion"/>.
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/// </summary>
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public bool AllowDeletion
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{
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get => allowDeletion;
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set
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{
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allowDeletion = value;
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foreach (var item in ListContainer.OfType<DrawableRoomPlaylistItem>())
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item.AllowDeletion = value;
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}
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}
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private bool allowSelection;
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/// <summary>
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/// Whether to allow selecting items from the playlist.
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/// If <c>true</c>, clicking on items in the playlist will change the value of <see cref="SelectedItem"/>.
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/// </summary>
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public bool AllowSelection
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{
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get => allowSelection;
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set
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{
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allowSelection = value;
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foreach (var item in ListContainer.OfType<DrawableRoomPlaylistItem>())
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item.AllowSelection = value;
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}
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}
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private bool allowShowingResults;
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/// <summary>
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/// Whether to allow items to request their results to be shown.
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/// If <c>true</c>, requests to show the results may be satisfied via <see cref="RequestResults"/>.
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/// </summary>
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public bool AllowShowingResults
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{
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get => allowShowingResults;
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set
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{
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allowShowingResults = value;
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foreach (var item in ListContainer.OfType<DrawableRoomPlaylistItem>())
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item.AllowShowingResults = value;
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}
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}
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private bool allowEditing;
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/// <summary>
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/// Whether to allow items to be edited.
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/// If <c>true</c>, requests to edit items may be satisfied via <see cref="RequestEdit"/>.
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/// </summary>
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public bool AllowEditing
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{
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get => allowEditing;
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set
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{
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allowEditing = value;
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foreach (var item in ListContainer.OfType<DrawableRoomPlaylistItem>())
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item.AllowEditing = value;
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}
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}
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private bool showItemOwners;
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/// <summary>
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/// Whether to show the avatar of users which own each playlist item.
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/// </summary>
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public bool ShowItemOwners
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{
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get => showItemOwners;
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set
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{
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showItemOwners = value;
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foreach (var item in ListContainer.OfType<DrawableRoomPlaylistItem>())
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item.ShowItemOwner = value;
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}
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}
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protected override ScrollContainer<Drawable> CreateScrollContainer() => base.CreateScrollContainer().With(d =>
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{
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d.ScrollbarVisible = false;
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});
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protected override FillFlowContainer<RearrangeableListItem<PlaylistItem>> CreateListFillFlowContainer() => new FillFlowContainer<RearrangeableListItem<PlaylistItem>>
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{
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Spacing = new Vector2(0, 2)
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};
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protected sealed override OsuRearrangeableListItem<PlaylistItem> CreateOsuDrawable(PlaylistItem item) => CreateDrawablePlaylistItem(item).With(d =>
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{
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d.SelectedItem.BindTarget = SelectedItem;
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d.RequestDeletion = i => RequestDeletion?.Invoke(i);
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d.RequestResults = i => RequestResults?.Invoke(i);
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d.RequestEdit = i => RequestEdit?.Invoke(i);
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d.AllowReordering = AllowReordering;
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d.AllowDeletion = AllowDeletion;
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d.AllowSelection = AllowSelection;
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d.AllowShowingResults = AllowShowingResults;
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d.AllowEditing = AllowEditing;
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d.ShowItemOwner = ShowItemOwners;
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});
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protected virtual DrawableRoomPlaylistItem CreateDrawablePlaylistItem(PlaylistItem item) => new DrawableRoomPlaylistItem(item);
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// schedules added as the properties may change value while the drawable items haven't been created yet.
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SelectedItem.BindValueChanged(_ => Scheduler.AddOnce(scrollToSelection));
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Items.BindCollectionChanged((_, __) => Scheduler.AddOnce(scrollToSelection), true);
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}
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private void scrollToSelection()
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{
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// SelectedItem and ItemMap/drawable items are managed separately,
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// so if the item can't be unmapped to a drawable, don't try to scroll to it.
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// best effort is made to not drop any updates, by subscribing to both sources.
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if (SelectedItem.Value == null || !ItemMap.TryGetValue(SelectedItem.Value, out var drawableItem))
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return;
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ScrollContainer.ScrollIntoView(drawableItem);
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}
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#region Key selection logic (shared with BeatmapCarousel and RoomsContainer)
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.SelectNext:
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selectNext(1);
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return true;
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case GlobalAction.SelectPrevious:
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selectNext(-1);
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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(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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private void selectNext(int direction)
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{
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if (SelectedItem.Disabled)
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return;
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var visibleItems = ListContainer.AsEnumerable().Where(r => r.IsPresent);
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PlaylistItem item;
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if (SelectedItem.Value == null)
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item = visibleItems.FirstOrDefault()?.Model;
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else
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{
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if (direction < 0)
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visibleItems = visibleItems.Reverse();
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item = visibleItems.SkipWhile(r => r.Model != SelectedItem.Value).Skip(1).FirstOrDefault()?.Model;
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}
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// we already have a valid selection only change selection if we still have a room to switch to.
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if (item != null)
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SelectedItem.Value = item;
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}
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#endregion
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}
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}
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