osu/osu.Game/Screens/OnlinePlay/DrawableRoomPlaylist.cs
2022-05-05 05:42:20 +03:00

245 lines
8.2 KiB
C#

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