mirror of https://github.com/ppy/osu
1108 lines
43 KiB
C#
1108 lines
43 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.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Extensions.EnumExtensions;
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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.Layout;
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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.Database;
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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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using Realms;
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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? SelectedBeatmapInfo => selectedBeatmap?.BeatmapInfo;
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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="SelectedBeatmapInfo"/> 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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protected readonly CarouselScrollContainer Scroll;
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private readonly NoResultsPlaceholder noResultsPlaceholder;
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private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Items.OfType<CarouselBeatmapSet>();
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// todo: only used for testing, maybe remove.
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private bool loadedTestBeatmaps;
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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
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{
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loadedTestBeatmaps = true;
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Schedule(() => loadBeatmapSets(value));
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}
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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.AddItems(beatmapSets.Select(s => createCarouselSet(s.Detach())).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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Scroll.Clear(false);
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itemsCache.Invalidate();
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ScrollToSelected();
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applyActiveCriteria(false);
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if (loadedTestBeatmaps)
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signalBeatmapsLoaded();
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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 PendingScrollOperation pendingScrollOperation = PendingScrollOperation.None;
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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 IDisposable? subscriptionSets;
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private IDisposable? subscriptionDeletedSets;
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private IDisposable? subscriptionBeatmaps;
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private IDisposable? subscriptionHiddenBeatmaps;
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private readonly DrawablePool<DrawableCarouselBeatmapSet> setPool = new DrawablePool<DrawableCarouselBeatmapSet>(100);
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private Sample? spinSample;
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private Sample? randomSelectSample;
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private int visibleSetsCount;
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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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Children = new Drawable[]
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{
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setPool,
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Scroll = new CarouselScrollContainer
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{
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RelativeSizeAxes = Axes.Both,
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},
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noResultsPlaceholder = new NoResultsPlaceholder()
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, AudioManager audio)
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{
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spinSample = audio.Samples.Get("SongSelect/random-spin");
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randomSelectSample = audio.Samples.Get(@"SongSelect/select-random");
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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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if (!loadedTestBeatmaps)
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{
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realm.Run(r => loadBeatmapSets(getBeatmapSets(r)));
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}
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}
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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subscriptionSets = realm.RegisterForNotifications(getBeatmapSets, beatmapSetsChanged);
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subscriptionBeatmaps = realm.RegisterForNotifications(r => r.All<BeatmapInfo>().Where(b => !b.Hidden), beatmapsChanged);
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// Can't use main subscriptions because we can't lookup deleted indices.
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// https://github.com/realm/realm-dotnet/discussions/2634#discussioncomment-1605595.
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subscriptionDeletedSets = realm.RegisterForNotifications(r => r.All<BeatmapSetInfo>().Where(s => s.DeletePending && !s.Protected), deletedBeatmapSetsChanged);
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subscriptionHiddenBeatmaps = realm.RegisterForNotifications(r => r.All<BeatmapInfo>().Where(b => b.Hidden), beatmapsChanged);
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}
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private void deletedBeatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeSet? changes, Exception? error)
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{
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// If loading test beatmaps, avoid overwriting with realm subscription callbacks.
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if (loadedTestBeatmaps)
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return;
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if (changes == null)
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return;
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foreach (int i in changes.InsertedIndices)
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removeBeatmapSet(sender[i].ID);
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}
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private void beatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeSet? changes, Exception? error)
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{
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// If loading test beatmaps, avoid overwriting with realm subscription callbacks.
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if (loadedTestBeatmaps)
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return;
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if (changes == null)
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{
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// During initial population, we must manually account for the fact that our original query was done on an async thread.
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// Since then, there may have been imports or deletions.
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// Here we manually catch up on any changes.
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var realmSets = new HashSet<Guid>();
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for (int i = 0; i < sender.Count; i++)
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realmSets.Add(sender[i].ID);
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foreach (var id in realmSets)
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{
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if (!root.BeatmapSetsByID.ContainsKey(id))
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UpdateBeatmapSet(realm.Realm.Find<BeatmapSetInfo>(id).Detach());
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}
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foreach (var id in root.BeatmapSetsByID.Keys)
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{
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if (!realmSets.Contains(id))
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removeBeatmapSet(id);
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}
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signalBeatmapsLoaded();
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return;
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}
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foreach (int i in changes.NewModifiedIndices)
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UpdateBeatmapSet(sender[i].Detach());
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foreach (int i in changes.InsertedIndices)
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UpdateBeatmapSet(sender[i].Detach());
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if (changes.DeletedIndices.Length > 0 && SelectedBeatmapInfo != null)
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{
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// If SelectedBeatmapInfo is non-null, the set should also be non-null.
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Debug.Assert(SelectedBeatmapSet != null);
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// To handle the beatmap update flow, attempt to track selection changes across delete-insert transactions.
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// When an update occurs, the previous beatmap set is either soft or hard deleted.
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// Check if the current selection was potentially deleted by re-querying its validity.
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bool selectedSetMarkedDeleted = realm.Run(r => r.Find<BeatmapSetInfo>(SelectedBeatmapSet.ID))?.DeletePending != false;
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int[] modifiedAndInserted = changes.NewModifiedIndices.Concat(changes.InsertedIndices).ToArray();
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if (selectedSetMarkedDeleted && modifiedAndInserted.Any())
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{
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// If it is no longer valid, make the bold assumption that an updated version will be available in the modified/inserted indices.
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// This relies on the full update operation being in a single transaction, so please don't change that.
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foreach (int i in modifiedAndInserted)
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{
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var beatmapSetInfo = sender[i];
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foreach (var beatmapInfo in beatmapSetInfo.Beatmaps)
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{
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if (!((IBeatmapMetadataInfo)beatmapInfo.Metadata).Equals(SelectedBeatmapInfo.Metadata))
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continue;
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// Best effort matching. We can't use ID because in the update flow a new version will get its own GUID.
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if (beatmapInfo.DifficultyName == SelectedBeatmapInfo.DifficultyName)
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{
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SelectBeatmap(beatmapInfo);
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return;
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}
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}
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}
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// If a direct selection couldn't be made, it's feasible that the difficulty name (or beatmap metadata) changed.
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// Let's attempt to follow set-level selection anyway.
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SelectBeatmap(sender[modifiedAndInserted.First()].Beatmaps.First());
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}
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}
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}
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private void beatmapsChanged(IRealmCollection<BeatmapInfo> sender, ChangeSet? changes, Exception? error)
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{
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// we only care about actual changes in hidden status.
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if (changes == null)
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return;
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foreach (int i in changes.InsertedIndices)
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{
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var beatmapInfo = sender[i];
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var beatmapSet = beatmapInfo.BeatmapSet;
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Debug.Assert(beatmapSet != null);
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// Only require to action here if the beatmap is missing.
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// This avoids processing these events unnecessarily when new beatmaps are imported, for example.
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if (root.BeatmapSetsByID.TryGetValue(beatmapSet.ID, out var existingSet)
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&& existingSet.BeatmapSet.Beatmaps.All(b => b.ID != beatmapInfo.ID))
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{
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UpdateBeatmapSet(beatmapSet.Detach());
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}
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}
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}
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private IQueryable<BeatmapSetInfo> getBeatmapSets(Realm realm) => realm.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected);
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public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) =>
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removeBeatmapSet(beatmapSet.ID);
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private void removeBeatmapSet(Guid beatmapSetID) => Schedule(() =>
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{
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if (!root.BeatmapSetsByID.TryGetValue(beatmapSetID, out var existingSet))
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return;
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root.RemoveItem(existingSet);
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itemsCache.Invalidate();
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if (!Scroll.UserScrolling)
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ScrollToSelected(true);
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});
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public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
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{
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Guid? previouslySelectedID = null;
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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 (selectedBeatmapSet?.BeatmapSet.ID == beatmapSet.ID)
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previouslySelectedID = selectedBeatmap?.BeatmapInfo.ID;
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var newSet = createCarouselSet(beatmapSet);
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var removedSet = root.RemoveChild(beatmapSet.ID);
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// If we don't remove this here, it may remain in a hidden state until scrolled off screen.
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// Doesn't really affect anything during actual user interaction, but makes testing annoying.
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var removedDrawable = Scroll.FirstOrDefault(c => c.Item == removedSet);
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if (removedDrawable != null)
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expirePanelImmediately(removedDrawable);
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if (newSet != null)
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{
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root.AddItem(newSet);
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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.BeatmapInfo.ID == previouslySelectedID) ?? newSet);
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}
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itemsCache.Invalidate();
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if (!Scroll.UserScrolling)
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ScrollToSelected(true);
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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="beatmapInfo">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? beatmapInfo, 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 (beatmapInfo?.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.BeatmapInfo.Equals(beatmapInfo));
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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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if (selectedBeatmap == null || selectedBeatmapSet == null)
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return;
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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 || selectedBeatmapSet == null)
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return;
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var unfilteredDifficulties = selectedBeatmapSet.Items.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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visibleSetsCount = visibleSets.Count;
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if (!visibleSets.Any())
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return false;
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if (selectedBeatmap != null && selectedBeatmapSet != 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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if (selectedBeatmapSet != null)
|
|
playSpinSample(distanceBetween(set, selectedBeatmapSet));
|
|
|
|
select(set);
|
|
return true;
|
|
}
|
|
|
|
public void SelectPreviousRandom()
|
|
{
|
|
while (randomSelectedBeatmaps.Any())
|
|
{
|
|
var beatmap = randomSelectedBeatmaps.Pop();
|
|
|
|
if (!beatmap.Filtered.Value)
|
|
{
|
|
if (selectedBeatmapSet != null)
|
|
{
|
|
if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
|
|
previouslyVisitedRandomSets.Remove(selectedBeatmapSet);
|
|
|
|
playSpinSample(distanceBetween(beatmap, selectedBeatmapSet));
|
|
}
|
|
|
|
select(beatmap);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private double distanceBetween(CarouselItem item1, CarouselItem item2) => Math.Ceiling(Math.Abs(item1.CarouselYPosition - item2.CarouselYPosition) / DrawableCarouselItem.MAX_HEIGHT);
|
|
|
|
private void playSpinSample(double distance)
|
|
{
|
|
var chan = spinSample?.GetChannel();
|
|
|
|
if (chan != null)
|
|
{
|
|
chan.Frequency.Value = 1f + Math.Min(1f, distance / visibleSetsCount);
|
|
chan.Play();
|
|
}
|
|
|
|
randomSelectSample?.Play();
|
|
}
|
|
|
|
private void select(CarouselItem? item)
|
|
{
|
|
if (!AllowSelection)
|
|
return;
|
|
|
|
if (item == null) return;
|
|
|
|
item.State.Value = CarouselItemState.Selected;
|
|
}
|
|
|
|
private FilterCriteria activeCriteria = new FilterCriteria();
|
|
|
|
protected ScheduledDelegate? PendingFilter;
|
|
|
|
public bool AllowSelection = true;
|
|
|
|
/// <summary>
|
|
/// Half the height of the visible content.
|
|
/// <remarks>
|
|
/// This is different from the height of <see cref="ScrollContainer{T}"/>.displayableContent, since
|
|
/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
|
|
/// </remarks>
|
|
/// </summary>
|
|
private float visibleHalfHeight => (DrawHeight + BleedBottom + BleedTop) / 2;
|
|
|
|
/// <summary>
|
|
/// The position of the lower visible bound with respect to the current scroll position.
|
|
/// </summary>
|
|
private float visibleBottomBound => Scroll.Current + DrawHeight + BleedBottom;
|
|
|
|
/// <summary>
|
|
/// The position of the upper visible bound with respect to the current scroll position.
|
|
/// </summary>
|
|
private float visibleUpperBound => Scroll.Current - BleedTop;
|
|
|
|
public void FlushPendingFilterOperations()
|
|
{
|
|
if (PendingFilter?.Completed == false)
|
|
{
|
|
applyActiveCriteria(false);
|
|
Update();
|
|
}
|
|
}
|
|
|
|
public void Filter(FilterCriteria? newCriteria, bool debounce = true)
|
|
{
|
|
if (newCriteria != null)
|
|
activeCriteria = newCriteria;
|
|
|
|
applyActiveCriteria(debounce);
|
|
}
|
|
|
|
private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true)
|
|
{
|
|
PendingFilter?.Cancel();
|
|
PendingFilter = null;
|
|
|
|
if (debounce)
|
|
PendingFilter = Scheduler.AddDelayed(perform, 250);
|
|
else
|
|
{
|
|
// if initial load is not yet finished, this will be run inline in loadBeatmapSets to ensure correct order of operation.
|
|
if (!BeatmapSetsLoaded)
|
|
PendingFilter = Schedule(perform);
|
|
else
|
|
perform();
|
|
}
|
|
|
|
void perform()
|
|
{
|
|
PendingFilter = null;
|
|
|
|
root.Filter(activeCriteria);
|
|
itemsCache.Invalidate();
|
|
|
|
if (alwaysResetScrollPosition || !Scroll.UserScrolling)
|
|
ScrollToSelected(true);
|
|
}
|
|
}
|
|
|
|
private void signalBeatmapsLoaded()
|
|
{
|
|
if (!BeatmapSetsLoaded)
|
|
{
|
|
BeatmapSetsChanged?.Invoke();
|
|
BeatmapSetsLoaded = true;
|
|
}
|
|
|
|
itemsCache.Invalidate();
|
|
}
|
|
|
|
private float? scrollTarget;
|
|
|
|
/// <summary>
|
|
/// Scroll to the current <see cref="SelectedBeatmapInfo"/>.
|
|
/// </summary>
|
|
/// <param name="immediate">
|
|
/// Whether the scroll position should immediately be shifted to the target, delegating animation to visible panels.
|
|
/// This should be true for operations like filtering - where panels are changing visibility state - to avoid large jumps in animation.
|
|
/// </param>
|
|
public void ScrollToSelected(bool immediate = false) =>
|
|
pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
|
|
|
|
#region Button selection logic
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.SelectNext:
|
|
case GlobalAction.SelectNextGroup:
|
|
SelectNext(1, e.Action == GlobalAction.SelectNextGroup);
|
|
return true;
|
|
|
|
case GlobalAction.SelectPrevious:
|
|
case GlobalAction.SelectPreviousGroup:
|
|
SelectNext(-1, e.Action == GlobalAction.SelectPreviousGroup);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
#endregion
|
|
|
|
protected override bool OnInvalidate(Invalidation invalidation, InvalidationSource source)
|
|
{
|
|
// handles the vertical size of the carousel changing (ie. on window resize when aspect ratio has changed).
|
|
if (invalidation.HasFlagFast(Invalidation.DrawSize))
|
|
itemsCache.Invalidate();
|
|
|
|
return base.OnInvalidate(invalidation, source);
|
|
}
|
|
|
|
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();
|
|
|
|
if (visibleItems.Count == 0)
|
|
{
|
|
noResultsPlaceholder.Filter = activeCriteria;
|
|
noResultsPlaceholder.Show();
|
|
}
|
|
else
|
|
noResultsPlaceholder.Hide();
|
|
}
|
|
|
|
// if there is a pending scroll action we apply it without animation and transfer the difference in position to the panels.
|
|
// this is intentionally applied before updating the visible range below, to avoid animating new items (sourced from pool) from locations off-screen, as it looks bad.
|
|
if (pendingScrollOperation != PendingScrollOperation.None)
|
|
updateScrollPosition();
|
|
|
|
// 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 Scroll.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)
|
|
expirePanelImmediately(panel);
|
|
}
|
|
|
|
// 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;
|
|
|
|
Scroll.Add(panel);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 Scroll.Children)
|
|
{
|
|
updateItem(item);
|
|
|
|
if (item is DrawableCarouselBeatmapSet set)
|
|
{
|
|
foreach (var diff in set.DrawableBeatmaps)
|
|
updateItem(diff, item);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void expirePanelImmediately(DrawableCarouselItem panel)
|
|
{
|
|
// 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();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
private CarouselBeatmapSet? createCarouselSet(BeatmapSetInfo beatmapSet)
|
|
{
|
|
// This can be moved to the realm query if required using:
|
|
// .Filter("DeletePending == false && Protected == false && ANY Beatmaps.Hidden == false")
|
|
//
|
|
// As long as we are detaching though, it makes more sense to do it here as adding to the realm query has an overhead
|
|
// as seen at https://github.com/realm/realm-dotnet/discussions/2773#discussioncomment-2004275.
|
|
if (beatmapSet.Beatmaps.All(b => b.Hidden))
|
|
return null;
|
|
|
|
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.BeatmapInfo);
|
|
|
|
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.Items)
|
|
{
|
|
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;
|
|
|
|
Scroll.ScrollContent.Height = currentY;
|
|
|
|
itemsCache.Validate();
|
|
|
|
// update and let external consumers know about selection loss.
|
|
if (BeatmapSetsLoaded)
|
|
{
|
|
bool selectionLost = selectedBeatmapSet != null && selectedBeatmapSet.State.Value != CarouselItemState.Selected;
|
|
|
|
if (selectionLost)
|
|
{
|
|
selectedBeatmapSet = null;
|
|
SelectionChanged?.Invoke(null);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
switch (pendingScrollOperation)
|
|
{
|
|
case PendingScrollOperation.Standard:
|
|
Scroll.ScrollTo(scrollTarget.Value);
|
|
break;
|
|
|
|
case PendingScrollOperation.Immediate:
|
|
|
|
// in order to simplify animation logic, rather than using the animated version of ScrollTo,
|
|
// we take the difference in scroll height and apply to all visible panels.
|
|
// this avoids edge cases like when the visible panels is reduced suddenly, causing ScrollContainer
|
|
// to enter clamp-special-case mode where it animates completely differently to normal.
|
|
float scrollChange = scrollTarget.Value - Scroll.Current;
|
|
Scroll.ScrollTo(scrollTarget.Value, false);
|
|
foreach (var i in Scroll.Children)
|
|
i.Y += scrollChange;
|
|
break;
|
|
}
|
|
|
|
pendingScrollOperation = PendingScrollOperation.None;
|
|
}
|
|
}
|
|
|
|
/// <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 = Scroll.ScrollContent.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));
|
|
}
|
|
|
|
private enum PendingScrollOperation
|
|
{
|
|
None,
|
|
Standard,
|
|
Immediate,
|
|
}
|
|
|
|
/// <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
|
|
{
|
|
// May only be null during construction (State.Value set causes PerformSelection to be triggered).
|
|
private readonly BeatmapCarousel? carousel;
|
|
|
|
public readonly Dictionary<Guid, CarouselBeatmapSet> BeatmapSetsByID = new Dictionary<Guid, CarouselBeatmapSet>();
|
|
|
|
public CarouselRoot(BeatmapCarousel carousel)
|
|
{
|
|
// root should always remain selected. if not, PerformSelection will not be called.
|
|
State.Value = CarouselItemState.Selected;
|
|
State.ValueChanged += _ => State.Value = CarouselItemState.Selected;
|
|
|
|
this.carousel = carousel;
|
|
}
|
|
|
|
public override void AddItem(CarouselItem i)
|
|
{
|
|
CarouselBeatmapSet set = (CarouselBeatmapSet)i;
|
|
BeatmapSetsByID.Add(set.BeatmapSet.ID, set);
|
|
|
|
base.AddItem(i);
|
|
}
|
|
|
|
public CarouselBeatmapSet? RemoveChild(Guid beatmapSetID)
|
|
{
|
|
if (BeatmapSetsByID.TryGetValue(beatmapSetID, out var carouselBeatmapSet))
|
|
{
|
|
RemoveItem(carouselBeatmapSet);
|
|
return carouselBeatmapSet;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public override void RemoveItem(CarouselItem i)
|
|
{
|
|
CarouselBeatmapSet set = (CarouselBeatmapSet)i;
|
|
BeatmapSetsByID.Remove(set.BeatmapSet.ID);
|
|
|
|
base.RemoveItem(i);
|
|
}
|
|
|
|
protected override void PerformSelection()
|
|
{
|
|
if (LastSelected == null)
|
|
carousel?.SelectNextRandom();
|
|
else
|
|
base.PerformSelection();
|
|
}
|
|
}
|
|
|
|
protected class CarouselScrollContainer : UserTrackingScrollContainer<DrawableCarouselItem>
|
|
{
|
|
private bool rightMouseScrollBlocked;
|
|
|
|
public CarouselScrollContainer()
|
|
{
|
|
// size is determined by the carousel itself, due to not all content necessarily being loaded.
|
|
ScrollContent.AutoSizeAxes = Axes.None;
|
|
|
|
// the scroll container may get pushed off-screen by global screen changes, but we still want panels to display outside of the bounds.
|
|
Masking = false;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
subscriptionSets?.Dispose();
|
|
subscriptionDeletedSets?.Dispose();
|
|
subscriptionBeatmaps?.Dispose();
|
|
subscriptionHiddenBeatmaps?.Dispose();
|
|
}
|
|
}
|
|
}
|