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osu-lazer/osu.Game/Screens/Select/Carousel/DrawableCarouselBeatmapSet.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;
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using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.UserInterface;
using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Collections;
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using osu.Game.Database;
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using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
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namespace osu.Game.Screens.Select.Carousel
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{
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public partial class DrawableCarouselBeatmapSet : DrawableCarouselItem, IHasContextMenu
{
public const float HEIGHT = MAX_HEIGHT;
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private Action<BeatmapSetInfo> restoreHiddenRequested = null!;
private Action<int>? viewDetails;
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[Resolved]
private IDialogOverlay? dialogOverlay { get; set; }
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[Resolved]
private ManageCollectionsDialog? manageCollectionsDialog { get; set; }
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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public IEnumerable<DrawableCarouselItem> DrawableBeatmaps => beatmapContainer?.IsLoaded != true ? Enumerable.Empty<DrawableCarouselItem>() : beatmapContainer.AliveChildren;
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private Container<DrawableCarouselItem>? beatmapContainer;
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private BeatmapSetInfo beatmapSet = null!;
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private Task? beatmapsLoadTask;
private MenuItem[]? mainMenuItems;
private double timeSinceUnpool;
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[Resolved]
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private BeatmapManager manager { get; set; } = null!;
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protected override void FreeAfterUse()
{
base.FreeAfterUse();
Item = null;
timeSinceUnpool = 0;
ClearTransforms();
}
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[BackgroundDependencyLoader]
private void load(BeatmapSetOverlay? beatmapOverlay, SongSelect? songSelect)
{
if (songSelect != null)
mainMenuItems = songSelect.CreateForwardNavigationMenuItemsForBeatmap(() => (((CarouselBeatmapSet)Item!).GetNextToSelect() as CarouselBeatmap)!.BeatmapInfo);
restoreHiddenRequested = s =>
{
foreach (var b in s.Beatmaps)
manager.Restore(b);
};
if (beatmapOverlay != null)
viewDetails = beatmapOverlay.FetchAndShowBeatmapSet;
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}
protected override void Update()
{
base.Update();
Debug.Assert(Item != null);
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// position updates should not occur if the item is filtered away.
// this avoids panels flying across the screen only to be eventually off-screen or faded out.
if (!Item.Visible) return;
float targetY = Item.CarouselYPosition;
if (Precision.AlmostEquals(targetY, Y))
Y = targetY;
else
// algorithm for this is taken from ScrollContainer.
// while it doesn't necessarily need to match 1:1, as we are emulating scroll in some cases this feels most correct.
Y = (float)Interpolation.Lerp(targetY, Y, Math.Exp(-0.01 * Time.Elapsed));
loadContentIfRequired();
}
private CancellationTokenSource? loadCancellation;
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protected override void UpdateItem()
{
loadCancellation?.Cancel();
loadCancellation = null;
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base.UpdateItem();
Content.Clear();
Header.Clear();
beatmapContainer = null;
beatmapsLoadTask = null;
if (Item == null)
return;
beatmapSet = ((CarouselBeatmapSet)Item).BeatmapSet;
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}
protected override void Deselected()
{
base.Deselected();
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MovementContainer.MoveToX(0, 500, Easing.OutExpo);
updateBeatmapYPositions();
}
protected override void Selected()
{
base.Selected();
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MovementContainer.MoveToX(-100, 500, Easing.OutExpo);
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updateBeatmapDifficulties();
}
private void updateBeatmapDifficulties()
{
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Debug.Assert(Item != null);
var carouselBeatmapSet = (CarouselBeatmapSet)Item;
var visibleBeatmaps = carouselBeatmapSet.Items.Where(c => c.Visible).ToArray();
// if we are already displaying all the correct beatmaps, only run animation updates.
// note that the displayed beatmaps may change due to the applied filter.
// a future optimisation could add/remove only changed difficulties rather than reinitialise.
if (beatmapContainer != null && visibleBeatmaps.Length == beatmapContainer.Count && visibleBeatmaps.All(b => beatmapContainer.Any(c => c.Item == b)))
{
updateBeatmapYPositions();
}
else
{
// on selection we show our child beatmaps.
// for now this is a simple drawable construction each selection.
// can be improved in the future.
beatmapContainer = new Container<DrawableCarouselItem>
{
X = 100,
RelativeSizeAxes = Axes.Both,
ChildrenEnumerable = visibleBeatmaps.Select(c => c.CreateDrawableRepresentation()!)
};
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beatmapsLoadTask = LoadComponentAsync(beatmapContainer, loaded =>
{
// make sure the pooled target hasn't changed.
if (beatmapContainer != loaded)
return;
Content.Child = loaded;
updateBeatmapYPositions();
});
}
}
[Resolved]
private BeatmapCarousel.CarouselScrollContainer scrollContainer { get; set; } = null!;
private void loadContentIfRequired()
{
Quad containingSsdq = scrollContainer.ScreenSpaceDrawQuad;
// Using DelayedLoadWrappers would only allow us to load content when on screen, but we want to preload while off-screen
// to provide a better user experience.
// This is tracking time that this drawable is updating since the last pool.
// This is intended to provide a debounce so very fast scrolls (from one end to the other of the carousel)
// don't cause huge overheads.
//
// We increase the delay based on distance from centre, so the beatmaps the user is currently looking at load first.
float timeUpdatingBeforeLoad = 50 + Math.Abs(containingSsdq.Centre.Y - ScreenSpaceDrawQuad.Centre.Y) / containingSsdq.Height * 100;
Debug.Assert(Item != null);
// A load is already in progress if the cancellation token is non-null.
if (loadCancellation != null)
return;
timeSinceUnpool += Time.Elapsed;
// We only trigger a load after this set has been in an updating state for a set amount of time.
if (timeSinceUnpool <= timeUpdatingBeforeLoad)
return;
loadCancellation = new CancellationTokenSource();
LoadComponentsAsync(new CompositeDrawable[]
{
// Choice of background image matches BSS implementation (always uses the lowest `beatmap_id` from the set).
new SetPanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.MinBy(b => b.OnlineID)))
{
RelativeSizeAxes = Axes.Both,
},
new SetPanelContent((CarouselBeatmapSet)Item)
{
Depth = float.MinValue,
RelativeSizeAxes = Axes.Both,
}
}, drawables =>
{
Header.AddRange(drawables);
drawables.ForEach(d => d.FadeInFromZero(150));
}, loadCancellation.Token);
}
private void updateBeatmapYPositions()
{
if (beatmapContainer == null)
return;
if (beatmapsLoadTask == null || !beatmapsLoadTask.IsCompleted)
return;
float yPos = DrawableCarouselBeatmap.CAROUSEL_BEATMAP_SPACING;
bool isSelected = Item?.State.Value == CarouselItemState.Selected;
foreach (var panel in beatmapContainer)
{
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Debug.Assert(panel.Item != null);
if (isSelected)
{
panel.MoveToY(yPos, 800, Easing.OutQuint);
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yPos += panel.Item.TotalHeight;
}
else
panel.MoveToY(0, 800, Easing.OutQuint);
}
}
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public MenuItem[] ContextMenuItems
{
get
{
Debug.Assert(beatmapSet != null);
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List<MenuItem> items = new List<MenuItem>();
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if (Item?.State.Value == CarouselItemState.NotSelected)
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items.Add(new OsuMenuItem("Expand", MenuItemType.Highlighted, () => Item.State.Value = CarouselItemState.Selected));
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if (mainMenuItems != null)
items.AddRange(mainMenuItems);
if (beatmapSet.OnlineID > 0 && viewDetails != null)
items.Add(new OsuMenuItem("Details...", MenuItemType.Standard, () => viewDetails(beatmapSet.OnlineID)));
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var collectionItems = realm.Realm.All<BeatmapCollection>()
.OrderBy(c => c.Name)
.AsEnumerable()
.Select(createCollectionMenuItem)
.ToList();
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if (manageCollectionsDialog != null)
collectionItems.Add(new OsuMenuItem("Manage...", MenuItemType.Standard, manageCollectionsDialog.Show));
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items.Add(new OsuMenuItem("Collections") { Items = collectionItems });
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if (beatmapSet.Beatmaps.Any(b => b.Hidden))
items.Add(new OsuMenuItem("Restore all hidden", MenuItemType.Standard, () => restoreHiddenRequested(beatmapSet)));
if (dialogOverlay != null)
items.Add(new OsuMenuItem("Delete...", MenuItemType.Destructive, () => dialogOverlay.Push(new BeatmapDeleteDialog(beatmapSet))));
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return items.ToArray();
}
}
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private MenuItem createCollectionMenuItem(BeatmapCollection collection)
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{
Debug.Assert(beatmapSet != null);
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TernaryState state;
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int countExisting = beatmapSet.Beatmaps.Count(b => collection.BeatmapMD5Hashes.Contains(b.MD5Hash));
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if (countExisting == beatmapSet.Beatmaps.Count)
state = TernaryState.True;
else if (countExisting > 0)
state = TernaryState.Indeterminate;
else
state = TernaryState.False;
var liveCollection = collection.ToLive(realm);
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return new TernaryStateToggleMenuItem(collection.Name, MenuItemType.Standard, s =>
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{
liveCollection.PerformWrite(c =>
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{
foreach (var b in beatmapSet.Beatmaps)
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{
switch (s)
{
case TernaryState.True:
if (c.BeatmapMD5Hashes.Contains(b.MD5Hash))
continue;
c.BeatmapMD5Hashes.Add(b.MD5Hash);
break;
case TernaryState.False:
c.BeatmapMD5Hashes.Remove(b.MD5Hash);
break;
}
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}
});
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})
{
State = { Value = state }
};
}
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}
}