mirror of https://github.com/ppy/osu
160 lines
4.9 KiB
C#
160 lines
4.9 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.Linq;
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namespace osu.Game.Screens.Select.Carousel
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{
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/// <summary>
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/// A group which ensures at least one item is selected (if the group itself is selected).
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/// </summary>
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public class CarouselGroupEagerSelect : CarouselGroup
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{
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public CarouselGroupEagerSelect()
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{
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State.ValueChanged += state =>
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{
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if (state.NewValue == CarouselItemState.Selected)
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attemptSelection();
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};
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}
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/// <summary>
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/// The last selected item.
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/// </summary>
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protected CarouselItem? LastSelected { get; private set; }
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/// <summary>
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/// We need to keep track of the index for cases where the selection is removed but we want to select a new item based on its old location.
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/// </summary>
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private int lastSelectedIndex;
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/// <summary>
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/// To avoid overhead during filter operations, we don't attempt any selections until after all
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/// items have been filtered. This bool will be true during the base <see cref="Filter(FilterCriteria)"/>
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/// operation.
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/// </summary>
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private bool filteringItems;
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public override void Filter(FilterCriteria criteria)
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{
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filteringItems = true;
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base.Filter(criteria);
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filteringItems = false;
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attemptSelection();
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}
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public override void RemoveItem(CarouselItem i)
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{
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base.RemoveItem(i);
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if (i != LastSelected)
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updateSelectedIndex();
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}
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private bool addingItems;
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public void AddItems(IEnumerable<CarouselItem> items)
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{
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addingItems = true;
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foreach (var i in items)
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AddItem(i);
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addingItems = false;
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attemptSelection();
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}
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public override void AddItem(CarouselItem i)
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{
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base.AddItem(i);
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if (!addingItems)
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attemptSelection();
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}
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protected override void ChildItemStateChanged(CarouselItem item, CarouselItemState value)
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{
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base.ChildItemStateChanged(item, value);
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switch (value)
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{
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case CarouselItemState.Selected:
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updateSelected(item);
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break;
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case CarouselItemState.NotSelected:
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case CarouselItemState.Collapsed:
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attemptSelection();
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break;
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}
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}
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private void attemptSelection()
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{
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if (filteringItems) return;
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// we only perform eager selection if we are a currently selected group.
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if (State.Value != CarouselItemState.Selected) return;
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// we only perform eager selection if none of our items are in a selected state already.
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if (Items.Any(i => i.State.Value == CarouselItemState.Selected)) return;
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PerformSelection();
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}
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/// <summary>
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/// Finds the item this group would select next if it attempted selection
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/// </summary>
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/// <returns>An unfiltered item nearest to the last selected one or null if all items are filtered</returns>
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protected virtual CarouselItem? GetNextToSelect()
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{
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if (Items.Count == 0)
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return null;
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int forwardsIndex = lastSelectedIndex;
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int backwardsIndex = Math.Min(lastSelectedIndex, Items.Count - 1);
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while (true)
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{
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bool hasBackwards = backwardsIndex >= 0 && backwardsIndex < Items.Count;
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bool hasForwards = forwardsIndex < Items.Count;
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if (!hasBackwards && !hasForwards)
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return null;
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if (hasForwards && !Items[forwardsIndex].Filtered.Value)
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return Items[forwardsIndex];
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if (hasBackwards && !Items[backwardsIndex].Filtered.Value)
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return Items[backwardsIndex];
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forwardsIndex++;
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backwardsIndex--;
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}
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}
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protected virtual void PerformSelection()
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{
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CarouselItem? nextToSelect = GetNextToSelect();
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if (nextToSelect != null)
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nextToSelect.State.Value = CarouselItemState.Selected;
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else
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updateSelected(null);
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}
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private void updateSelected(CarouselItem? newSelection)
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{
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if (newSelection != null)
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LastSelected = newSelection;
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updateSelectedIndex();
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}
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private void updateSelectedIndex() => lastSelectedIndex = LastSelected == null ? 0 : Math.Max(0, GetIndexOfItem(LastSelected));
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}
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}
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