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osu-lazer/osu.Game/Screens/Select/BeatmapCarousel.cs

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// 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.
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using System;
using System.Collections.Generic;
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.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
using osu.Framework.Layout;
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using osu.Framework.Threading;
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;
using osu.Game.Graphics.Cursor;
using osu.Game.Input.Bindings;
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using osu.Game.Screens.Select.Carousel;
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using osuTK;
using osuTK.Input;
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using Realms;
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namespace osu.Game.Screens.Select
{
public class BeatmapCarousel : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
/// Height of the area above the carousel that should be treated as visible due to transparency of elements in front of it.
/// </summary>
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public float BleedTop { get; set; }
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/// <summary>
/// Height of the area below the carousel that should be treated as visible due to transparency of elements in front of it.
/// </summary>
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public float BleedBottom { get; set; }
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/// <summary>
/// Triggered when the <see cref="BeatmapSets"/> loaded change and are completely loaded.
/// </summary>
public Action BeatmapSetsChanged;
/// <summary>
/// The currently selected beatmap.
/// </summary>
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>
/// The currently selected beatmap set.
/// </summary>
public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet;
/// <summary>
/// A function to optionally decide on a recommended difficulty from a beatmap set.
/// </summary>
public Func<IEnumerable<BeatmapInfo>, BeatmapInfo> GetRecommendedBeatmap;
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private CarouselBeatmapSet selectedBeatmapSet;
/// <summary>
/// Raised when the <see cref="SelectedBeatmapInfo"/> is changed.
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/// </summary>
public Action<BeatmapInfo> SelectionChanged;
public override bool HandleNonPositionalInput => AllowSelection;
public override bool HandlePositionalInput => AllowSelection;
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public override bool PropagatePositionalInputSubTree => AllowSelection;
public override bool PropagateNonPositionalInputSubTree => AllowSelection;
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private (int first, int last) displayedRange;
/// <summary>
/// Extend the range to retain already loaded pooled drawables.
/// </summary>
private const float distance_offscreen_before_unload = 1024;
/// <summary>
/// Extend the range to update positions / retrieve pooled drawables outside of visible range.
/// </summary>
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 IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
// todo: only used for testing, maybe remove.
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public IEnumerable<BeatmapSetInfo> BeatmapSets
{
get => beatmapSets.Select(g => g.BeatmapSet);
set => loadBeatmapSets(value);
}
private void loadBeatmapSets(IEnumerable<BeatmapSetInfo> beatmapSets)
{
CarouselRoot newRoot = new CarouselRoot(this);
newRoot.AddChildren(beatmapSets.Select(createCarouselSet).Where(g => g != null));
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root = newRoot;
if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet))
selectedBeatmapSet = null;
Scroll.Clear(false);
itemsCache.Invalidate();
ScrollToSelected();
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// apply any pending filter operation that may have been delayed (see applyActiveCriteria's scheduling behaviour when BeatmapSetsLoaded is false).
FlushPendingFilterOperations();
// Run on late scheduler want to ensure this runs after all pending UpdateBeatmapSet / RemoveBeatmapSet operations are run.
SchedulerAfterChildren.Add(() =>
{
BeatmapSetsChanged?.Invoke();
BeatmapSetsLoaded = true;
itemsCache.Invalidate();
});
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}
private readonly List<CarouselItem> visibleItems = new List<CarouselItem>();
private readonly Cached itemsCache = new Cached();
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>();
private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
private CarouselRoot root;
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private IDisposable subscriptionSets;
private IDisposable subscriptionBeatmaps;
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private readonly DrawablePool<DrawableCarouselBeatmapSet> setPool = new DrawablePool<DrawableCarouselBeatmapSet>(100);
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public BeatmapCarousel()
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{
root = new CarouselRoot(this);
InternalChild = new OsuContextMenuContainer
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{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
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{
setPool,
Scroll = new CarouselScrollContainer
{
RelativeSizeAxes = Axes.Both,
}
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}
};
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
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{
config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm);
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config.BindWith(OsuSetting.SongSelectRightMouseScroll, RightClickScrollingEnabled);
RightClickScrollingEnabled.ValueChanged += enabled => Scroll.RightMouseScrollbar = enabled.NewValue;
RightClickScrollingEnabled.TriggerChange();
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}
[Resolved]
private RealmContextFactory realmFactory { get; set; }
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protected override void LoadComplete()
{
base.LoadComplete();
subscriptionSets = realmFactory.Context.All<BeatmapSetInfo>().Where(s => !s.DeletePending).QueryAsyncWithNotifications(beatmapSetsChanged);
subscriptionBeatmaps = realmFactory.Context.All<BeatmapInfo>().Where(b => !b.Hidden).QueryAsyncWithNotifications(beatmapsChanged);
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}
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private void beatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeSet changes, Exception error)
{
if (changes == null)
{
// initial load
loadBeatmapSets(sender);
return;
}
foreach (int i in changes.NewModifiedIndices)
UpdateBeatmapSet(sender[i]);
// moves also appear as deletes / inserts but aren't important to us.
if (!changes.Moves.Any())
{
foreach (int i in changes.InsertedIndices)
UpdateBeatmapSet(sender[i]);
// TODO: This can not work, as we recently found out https://github.com/realm/realm-dotnet/discussions/2634#discussioncomment-1605595.
foreach (int i in changes.DeletedIndices)
RemoveBeatmapSet(sender[i]);
}
}
private void beatmapsChanged(IRealmCollection<BeatmapInfo> sender, ChangeSet changes, Exception error)
{
// we only care about actual changes in hidden status.
if (changes == null)
return;
// TODO: we can probably handle hidden items at a per-panel level (ie. start a realm subscription from there)?
// might be cleaner than handling via reconstruction of the whole set's panels.
foreach (int i in changes.NewModifiedIndices)
UpdateBeatmapSet(sender[i].BeatmapSet);
}
public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
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{
var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
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if (existingSet == null)
return;
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root.RemoveChild(existingSet);
itemsCache.Invalidate();
});
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public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
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{
Guid? previouslySelectedID = null;
CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
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// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
if (existingSet?.State?.Value == CarouselItemState.Selected)
previouslySelectedID = selectedBeatmap?.BeatmapInfo.ID;
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var newSet = createCarouselSet(beatmapSet);
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if (existingSet != null)
root.RemoveChild(existingSet);
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if (newSet == null)
{
itemsCache.Invalidate();
return;
}
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root.AddChild(newSet);
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// only reset scroll position if already near the scroll target.
// without this, during a large beatmap import it is impossible to navigate the carousel.
applyActiveCriteria(false, alwaysResetScrollPosition: false);
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// check if we can/need to maintain our current selection.
if (previouslySelectedID != null)
select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.BeatmapInfo.ID == previouslySelectedID) ?? newSet);
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itemsCache.Invalidate();
Schedule(() => BeatmapSetsChanged?.Invoke());
});
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/// <summary>
/// Selects a given beatmap on the carousel.
/// </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>
/// <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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{
// ensure that any pending events from BeatmapManager have been run before attempting a selection.
Scheduler.Update();
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if (beatmapInfo?.Hidden != false)
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return false;
foreach (CarouselBeatmapSet set in beatmapSets)
{
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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)
// The beatmap that needs to be selected doesn't exist in this set
continue;
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if (!bypassFilters && item.Filtered.Value)
return false;
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select(item);
// if we got here and the set is filtered, it means we were bypassing filters.
// in this case, reapplying the filter is necessary to ensure the panel is in the correct place
// (since it is forcefully being included in the carousel).
if (set.Filtered.Value)
{
Debug.Assert(bypassFilters);
applyActiveCriteria(false);
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}
return true;
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}
return false;
}
/// <summary>
/// Increment selection in the carousel in a chosen direction.
/// </summary>
/// <param name="direction">The direction to increment. Negative is backwards.</param>
/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
public void SelectNext(int direction = 1, bool skipDifficulties = true)
{
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if (beatmapSets.All(s => s.Filtered.Value))
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return;
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if (skipDifficulties)
selectNextSet(direction, true);
else
selectNextDifficulty(direction);
}
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private void selectNextSet(int direction, bool skipDifficulties)
{
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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)
{
if (selectedBeatmap == null)
return;
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var unfilteredDifficulties = selectedBeatmapSet.Children.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);
else
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select(unfilteredDifficulties[index + direction]);
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}
/// <summary>
/// Select the next beatmap in the random sequence.
/// </summary>
/// <returns>True if a selection could be made, else False.</returns>
public bool SelectNextRandom()
{
if (!AllowSelection)
return false;
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var visibleSets = beatmapSets.Where(s => !s.Filtered.Value).ToList();
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if (!visibleSets.Any())
return false;
if (selectedBeatmap != null)
{
randomSelectedBeatmaps.Push(selectedBeatmap);
// when performing a random, we want to add the current set to the previously visited list
// else the user may be "randomised" to the existing selection.
if (previouslyVisitedRandomSets.LastOrDefault() != selectedBeatmapSet)
previouslyVisitedRandomSets.Add(selectedBeatmapSet);
}
CarouselBeatmapSet set;
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if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
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{
var notYetVisitedSets = visibleSets.Except(previouslyVisitedRandomSets).ToList();
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if (!notYetVisitedSets.Any())
{
previouslyVisitedRandomSets.RemoveAll(s => visibleSets.Contains(s));
notYetVisitedSets = visibleSets;
}
set = notYetVisitedSets.ElementAt(RNG.Next(notYetVisitedSets.Count));
previouslyVisitedRandomSets.Add(set);
}
else
set = visibleSets.ElementAt(RNG.Next(visibleSets.Count));
select(set);
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return true;
}
public void SelectPreviousRandom()
{
while (randomSelectedBeatmaps.Any())
{
var beatmap = randomSelectedBeatmaps.Pop();
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if (!beatmap.Filtered.Value)
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{
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if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
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previouslyVisitedRandomSets.Remove(selectedBeatmapSet);
select(beatmap);
break;
}
}
}
private void select(CarouselItem item)
{
if (!AllowSelection)
return;
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if (item == null) return;
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item.State.Value = CarouselItemState.Selected;
}
private FilterCriteria activeCriteria = new FilterCriteria();
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protected ScheduledDelegate PendingFilter;
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public bool AllowSelection = true;
/// <summary>
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/// 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>
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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;
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public void FlushPendingFilterOperations()
{
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if (PendingFilter?.Completed == false)
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{
applyActiveCriteria(false);
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Update();
}
}
public void Filter(FilterCriteria newCriteria, bool debounce = true)
{
if (newCriteria != null)
activeCriteria = newCriteria;
applyActiveCriteria(debounce);
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}
private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true)
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{
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();
}
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void perform()
{
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PendingFilter = null;
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root.Filter(activeCriteria);
itemsCache.Invalidate();
if (alwaysResetScrollPosition || !Scroll.UserScrolling)
ScrollToSelected(true);
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}
}
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;
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#region Key / button selection logic
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
case Key.Left:
SelectNext(-1);
return true;
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case Key.Right:
SelectNext();
return true;
}
return false;
}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
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switch (e.Action)
{
case GlobalAction.SelectNext:
SelectNext(1, false);
return true;
case GlobalAction.SelectPrevious:
SelectNext(-1, false);
return true;
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}
return false;
}
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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 & Invalidation.Layout) > 0)
itemsCache.Invalidate();
return base.OnInvalidate(invalidation, source);
}
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protected override void Update()
{
base.Update();
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bool revalidateItems = !itemsCache.IsValid;
// First we iterate over all non-filtered carousel items and populate their
// vertical position data.
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if (revalidateItems)
updateYPositions();
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// 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)
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{
displayedRange = newDisplayRange;
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if (visibleItems.Count > 0)
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{
var toDisplay = visibleItems.GetRange(displayedRange.first, displayedRange.last - displayedRange.first + 1);
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foreach (var panel in Scroll.Children)
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{
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)
{
// 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();
}
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}
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// 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);
}
}
}
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// 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);
}
}
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}
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);
}
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private CarouselBeatmapSet createCarouselSet(BeatmapSetInfo beatmapSet)
{
if (beatmapSet.Beatmaps.All(b => b.Hidden))
return null;
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// TODO: FUCK THE WORLD :D
if (beatmapSet?.IsManaged == true)
beatmapSet = beatmapSet.Detach();
// todo: probably not required any more.
// foreach (var b in beatmapSet.Beatmaps)
// b.Metadata ??= beatmapSet.Metadata;
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var set = new CarouselBeatmapSet(beatmapSet)
{
GetRecommendedBeatmap = beatmaps => GetRecommendedBeatmap?.Invoke(beatmaps)
};
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foreach (var c in set.Beatmaps)
{
c.State.ValueChanged += state =>
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{
if (state.NewValue == CarouselItemState.Selected)
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{
selectedBeatmapSet = set;
SelectionChanged?.Invoke(c.BeatmapInfo);
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itemsCache.Invalidate();
ScrollToSelected();
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}
};
}
return set;
}
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private const float panel_padding = 5;
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/// <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()
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{
visibleItems.Clear();
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float currentY = visibleHalfHeight;
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scrollTarget = null;
foreach (CarouselItem item in root.Children)
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{
if (item.Filtered.Value)
continue;
switch (item)
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{
case CarouselBeatmapSet set:
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{
visibleItems.Add(set);
set.CarouselYPosition = currentY;
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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;
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if (b.State.Value == CarouselItemState.Selected)
{
scrollTarget += b.TotalHeight / 2;
break;
}
scrollTarget += b.TotalHeight;
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}
}
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currentY += set.TotalHeight + panel_padding;
break;
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}
}
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}
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currentY += visibleHalfHeight;
Scroll.ScrollContent.Height = currentY;
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itemsCache.Validate();
// update and let external consumers know about selection loss.
if (BeatmapSetsLoaded)
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{
bool selectionLost = selectedBeatmapSet != null && selectedBeatmapSet.State.Value != CarouselItemState.Selected;
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if (selectionLost)
{
selectedBeatmapSet = null;
SelectionChanged?.Invoke(null);
}
}
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}
private bool firstScroll = true;
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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;
}
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}
/// <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;
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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)
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{
Vector2 posInScroll = Scroll.ScrollContent.ToLocalSpace(item.Header.ScreenSpaceDrawQuad.Centre);
float itemDrawY = posInScroll.Y - visibleUpperBound;
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float dist = Math.Abs(1f - itemDrawY / visibleHalfHeight);
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// 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);
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// 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));
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}
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();
}
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private class CarouselRoot : CarouselGroupEagerSelect
{
private readonly BeatmapCarousel carousel;
public CarouselRoot(BeatmapCarousel carousel)
{
// root should always remain selected. if not, PerformSelection will not be called.
State.Value = CarouselItemState.Selected;
State.ValueChanged += state => State.Value = CarouselItemState.Selected;
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this.carousel = carousel;
}
protected override void PerformSelection()
{
if (LastSelected == null || LastSelected.Filtered.Value)
carousel?.SelectNextRandom();
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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();
subscriptionBeatmaps?.Dispose();
}
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}
}