mirror of
https://github.com/ppy/osu
synced 2024-12-12 18:07:52 +00:00
224 lines
7.4 KiB
C#
224 lines
7.4 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Collections.Specialized;
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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.Extensions.IEnumerableExtensions;
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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.Cursor;
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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.Lounge.Components
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{
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public class RoomsContainer : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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public readonly Bindable<Room> SelectedRoom = new Bindable<Room>();
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public readonly Bindable<FilterCriteria> Filter = new Bindable<FilterCriteria>();
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public IReadOnlyList<DrawableRoom> Rooms => roomFlow.FlowingChildren.Cast<DrawableRoom>().ToArray();
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private readonly IBindableList<Room> rooms = new BindableList<Room>();
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private readonly FillFlowContainer<DrawableLoungeRoom> roomFlow;
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[Resolved]
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private IRoomManager roomManager { get; set; }
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// handle deselection
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public RoomsContainer()
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{
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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// account for the fact we are in a scroll container and want a bit of spacing from the scroll bar.
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Padding = new MarginPadding { Right = 5 };
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InternalChild = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Child = roomFlow = new FillFlowContainer<DrawableLoungeRoom>
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(10),
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}
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};
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}
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protected override void LoadComplete()
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{
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rooms.CollectionChanged += roomsChanged;
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roomManager.RoomsUpdated += updateSorting;
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rooms.BindTo(roomManager.Rooms);
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Filter?.BindValueChanged(criteria => applyFilterCriteria(criteria.NewValue), true);
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}
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private void applyFilterCriteria(FilterCriteria criteria)
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{
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roomFlow.Children.ForEach(r =>
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{
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if (criteria == null)
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r.MatchingFilter = true;
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else
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{
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bool matchingFilter = true;
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matchingFilter &= criteria.Ruleset == null || r.Room.PlaylistItemStats.Value?.RulesetIDs.Any(id => id == criteria.Ruleset.OnlineID) != false;
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if (!string.IsNullOrEmpty(criteria.SearchString))
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{
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// Room name isn't translatable, so ToString() is used here for simplicity.
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matchingFilter &= r.FilterTerms.Any(term => term.ToString().Contains(criteria.SearchString, StringComparison.InvariantCultureIgnoreCase));
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}
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matchingFilter &= matchPermissions(r, criteria.Permissions);
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r.MatchingFilter = matchingFilter;
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}
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});
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static bool matchPermissions(DrawableLoungeRoom room, RoomPermissionsFilter accessType)
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{
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switch (accessType)
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{
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case RoomPermissionsFilter.All:
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return true;
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case RoomPermissionsFilter.Public:
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return !room.Room.HasPassword.Value;
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case RoomPermissionsFilter.Private:
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return room.Room.HasPassword.Value;
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default:
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throw new ArgumentOutOfRangeException(nameof(accessType), accessType, $"Unsupported {nameof(RoomPermissionsFilter)} in filter");
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}
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}
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}
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private void roomsChanged(object sender, NotifyCollectionChangedEventArgs args)
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{
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switch (args.Action)
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{
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case NotifyCollectionChangedAction.Add:
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addRooms(args.NewItems.Cast<Room>());
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break;
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case NotifyCollectionChangedAction.Remove:
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removeRooms(args.OldItems.Cast<Room>());
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break;
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}
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}
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private void addRooms(IEnumerable<Room> rooms)
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{
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foreach (var room in rooms)
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roomFlow.Add(new DrawableLoungeRoom(room) { SelectedRoom = { BindTarget = SelectedRoom } });
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applyFilterCriteria(Filter?.Value);
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}
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private void removeRooms(IEnumerable<Room> rooms)
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{
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foreach (var r in rooms)
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{
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roomFlow.RemoveAll(d => d.Room == r);
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// selection may have a lease due to being in a sub screen.
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if (!SelectedRoom.Disabled)
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SelectedRoom.Value = null;
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}
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}
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private void updateSorting()
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{
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foreach (var room in roomFlow)
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{
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roomFlow.SetLayoutPosition(room, room.Room.Category.Value > RoomCategory.Normal
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// Always show spotlight playlists at the top of the listing.
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? float.MinValue
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: -(room.Room.RoomID.Value ?? 0));
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}
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}
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protected override bool OnClick(ClickEvent e)
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{
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if (!SelectedRoom.Disabled)
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SelectedRoom.Value = null;
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return base.OnClick(e);
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}
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#region Key selection logic (shared with BeatmapCarousel and DrawableRoomPlaylist)
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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 (SelectedRoom.Disabled)
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return;
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var visibleRooms = Rooms.AsEnumerable().Where(r => r.IsPresent);
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Room room;
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if (SelectedRoom.Value == null)
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room = visibleRooms.FirstOrDefault()?.Room;
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else
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{
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if (direction < 0)
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visibleRooms = visibleRooms.Reverse();
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room = visibleRooms.SkipWhile(r => r.Room != SelectedRoom.Value).Skip(1).FirstOrDefault()?.Room;
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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 (room != null)
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SelectedRoom.Value = room;
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}
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#endregion
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (roomManager != null)
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roomManager.RoomsUpdated -= updateSorting;
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}
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}
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}
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