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

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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Framework.Caching;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Transformations;
using osu.Game.Database;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps.Drawables;
namespace osu.Game.Screens.Select
{
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class CarouselContainer : ScrollContainer
{
private Container<Panel> scrollableContent;
private List<BeatmapGroup> groups = new List<BeatmapGroup>();
private List<Panel> panels = new List<Panel>();
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public BeatmapGroup SelectedGroup { get; private set; }
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public BeatmapPanel SelectedPanel { get; private set; }
private List<float> yPositions = new List<float>();
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public CarouselContainer()
{
DistanceDecayJump = 0.01;
Add(scrollableContent = new Container<Panel>
{
RelativeSizeAxes = Axes.X,
});
}
public void AddGroup(BeatmapGroup group)
{
group.State = BeatmapGroupState.Collapsed;
groups.Add(group);
panels.Add(group.Header);
foreach (BeatmapPanel panel in group.BeatmapPanels)
panels.Add(panel);
computeYPositions();
}
private void movePanel(Panel panel, bool advance, ref float currentY)
{
yPositions.Add(currentY);
panel.MoveToY(currentY, 750, EasingTypes.OutExpo);
if (advance)
currentY += panel.DrawHeight + 5;
}
/// <summary>
/// Computes the target Y positions for every panel in the carousel.
/// </summary>
/// <returns>The Y position of the currently selected panel.</returns>
private float computeYPositions()
{
yPositions.Clear();
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float currentY = DrawHeight / 2;
float selectedY = currentY;
foreach (BeatmapGroup group in groups)
{
movePanel(group.Header, true, ref currentY);
if (group.State == BeatmapGroupState.Expanded)
{
group.Header.MoveToX(-100, 500, EasingTypes.OutExpo);
foreach (BeatmapPanel panel in group.BeatmapPanels)
{
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if (panel == SelectedPanel)
selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
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movePanel(panel, true, ref currentY);
}
}
else
{
group.Header.MoveToX(0, 500, EasingTypes.OutExpo);
foreach (BeatmapPanel panel in group.BeatmapPanels)
movePanel(panel, false, ref currentY);
}
}
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currentY += DrawHeight / 2;
scrollableContent.Height = currentY;
return selectedY;
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}
public void SelectBeatmap(BeatmapInfo beatmap)
{
foreach (BeatmapGroup group in groups)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (panel != null)
{
SelectGroup(group, panel);
return;
}
}
}
public void SelectGroup(BeatmapGroup group, BeatmapPanel panel)
{
if (SelectedGroup != null && SelectedGroup != group)
{
SelectedGroup.State = BeatmapGroupState.Collapsed;
foreach (BeatmapPanel p in group.BeatmapPanels)
p.MoveToY(group.Header.Position.Y);
}
SelectedGroup = group;
panel.State = PanelSelectedState.Selected;
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SelectedPanel = panel;
float selectedY = computeYPositions();
ScrollTo(selectedY);
}
private static float offsetX(Panel panel, float dist, float halfHeight)
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{
// The radius of the circle the carousel moves on.
const float CIRCLE_RADIUS = 4;
double discriminant = Math.Max(0, CIRCLE_RADIUS * CIRCLE_RADIUS - dist * dist);
float x = (CIRCLE_RADIUS - (float)Math.Sqrt(discriminant)) * halfHeight;
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return 125 + x;
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}
private void addPanel(int index)
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{
Panel panel = panels[index];
if (panel.Hidden)
return;
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panel.Depth = index + (panel is BeatmapSetHeader ? panels.Count : 0);
if (!scrollableContent.Contains(panel))
scrollableContent.Add(panel);
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}
protected override void Update()
{
base.Update();
float drawHeight = DrawHeight;
scrollableContent.RemoveAll(delegate (Panel p)
{
float panelPosY = p.Position.Y;
return panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !IsVisible;
});
int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
if (firstIndex < 0) firstIndex = ~firstIndex;
int lastIndex = yPositions.BinarySearch(Current + drawHeight);
if (lastIndex < 0) lastIndex = ~lastIndex;
for (int i = firstIndex; i < lastIndex; ++i)
addPanel(i);
float halfHeight = drawHeight / 2;
foreach (Panel panel in scrollableContent.Children)
{
float panelDrawY = panel.Position.Y - Current + panel.DrawHeight / 2;
float dist = Math.Abs(1f - panelDrawY / halfHeight);
// Setting the origin position serves as an additive position on top of potential
// local transformation we may want to apply (e.g. when a panel gets selected, we
// may want to smoothly transform it leftwards.)
panel.OriginPosition = new Vector2(-offsetX(panel, dist, halfHeight), 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 transformations on top, with a similar reasoning to the previous comment.
panel.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
}
}
}
}