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

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C#
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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.Framework.Lists;
using osu.Game.Beatmaps.Drawables;
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using osu.Framework.Timing;
using osu.Framework.Input;
using OpenTK.Input;
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using System.Collections;
using osu.Framework.MathUtils;
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namespace osu.Game.Screens.Select
{
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class CarouselContainer : ScrollContainer, IEnumerable<BeatmapGroup>
{
private Container<Panel> scrollableContent;
private List<BeatmapGroup> groups = new List<BeatmapGroup>();
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public BeatmapGroup SelectedGroup { get; private set; }
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public BeatmapPanel SelectedPanel { get; private set; }
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private List<float> yPositions = new List<float>();
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private CarouselLifetimeList<Panel> lifetime;
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public CarouselContainer()
{
DistanceDecayJump = 0.01;
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Add(scrollableContent = new Container<Panel>(lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
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{
RelativeSizeAxes = Axes.X,
});
}
internal class CarouselLifetimeList<T> : LifetimeList<Panel>
{
public CarouselLifetimeList(IComparer<Panel> comparer)
: base(comparer)
{
}
public int StartIndex;
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public int EndIndex;
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public override bool Update(FrameTimeInfo time)
{
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bool anyAliveChanged = false;
//check existing items to make sure they haven't died.
foreach (var item in AliveItems.ToArray())
{
item.UpdateTime(time);
if (!item.IsAlive)
{
//todo: make this more efficient
int i = IndexOf(item);
anyAliveChanged |= CheckItem(item, ref i);
}
}
//handle custom range
for (int i = StartIndex; i < EndIndex; i++)
{
var item = this[i];
item.UpdateTime(time);
anyAliveChanged |= CheckItem(item, ref i);
}
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return anyAliveChanged;
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}
}
public void AddGroup(BeatmapGroup group)
{
group.State = BeatmapGroupState.Collapsed;
groups.Add(group);
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group.Header.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(group.Header);
foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(panel);
}
computeYPositions();
}
public void RemoveGroup(BeatmapGroup group)
{
groups.Remove(group);
scrollableContent.Remove(group.Header);
scrollableContent.Remove(group.BeatmapPanels);
computeYPositions();
}
private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
{
yPositions.Add(currentY);
panel.MoveToY(currentY, animated && (panel.IsOnScreen || panel.State != PanelSelectedState.Hidden) ? 750 : 0, 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(bool animated = true)
{
yPositions.Clear();
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float currentY = DrawHeight / 2;
float selectedY = currentY;
foreach (BeatmapGroup group in groups)
{
movePanel(group.Header, group.State != BeatmapGroupState.Hidden, animated, ref currentY);
if (group.State == BeatmapGroupState.Expanded)
{
group.Header.MoveToX(-100, 500, EasingTypes.OutExpo);
var headerY = group.Header.Position.Y;
foreach (BeatmapPanel panel in group.BeatmapPanels)
{
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if (panel == SelectedPanel)
selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
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panel.MoveToX(-50, 500, EasingTypes.OutExpo);
//on first display we want to begin hidden under our group's header.
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if (panel.Alpha == 0)
panel.MoveToY(headerY);
movePanel(panel, true, animated, ref currentY);
}
}
else
{
group.Header.MoveToX(0, 500, EasingTypes.OutExpo);
foreach (BeatmapPanel panel in group.BeatmapPanels)
{
panel.MoveToX(0, 500, EasingTypes.OutExpo);
movePanel(panel, false, animated, ref currentY);
}
}
}
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currentY += DrawHeight / 2;
scrollableContent.Height = currentY;
return selectedY;
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}
public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
{
foreach (BeatmapGroup group in groups)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (panel != null)
{
SelectGroup(group, panel, animated);
return;
}
}
}
public void SelectGroup(BeatmapGroup group, BeatmapPanel panel, bool animated = true)
{
if (SelectedGroup != null && SelectedGroup != group && SelectedGroup.State != BeatmapGroupState.Hidden)
SelectedGroup.State = BeatmapGroupState.Collapsed;
SelectedGroup = group;
panel.State = PanelSelectedState.Selected;
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SelectedPanel = panel;
float selectedY = computeYPositions(animated);
ScrollTo(selectedY, animated);
}
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private static float offsetX(float dist, float halfHeight)
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{
// The radius of the circle the carousel moves on.
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const float circle_radius = 3;
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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}
/// <summary>
/// Update a panel's x position and multiplicative alpha based on its y position and
/// the current scroll position.
/// </summary>
/// <param name="p">The panel to be updated.</param>
/// <param name="halfHeight">Half the draw height of the carousel container.</param>
private void updatePanel(Panel p, float halfHeight)
{
var height = p.IsPresent ? p.DrawHeight : 0;
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float panelDrawY = p.Position.Y - Current + height / 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.)
p.OriginPosition = new Vector2(-offsetX(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.
p.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
}
protected override void Update()
{
base.Update();
// Determine which items stopped being on screen for future removal from the lifetimelist.
float drawHeight = DrawHeight;
float halfHeight = drawHeight / 2;
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foreach (Panel p in lifetime.AliveItems)
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{
float panelPosY = p.Position.Y;
p.IsOnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight;
updatePanel(p, halfHeight);
}
// Determine range of indices for items that are now definitely on screen to be added
// to the lifetimelist in the future.
int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
if (firstIndex < 0) firstIndex = ~firstIndex;
int lastIndex = yPositions.BinarySearch(Current + drawHeight);
if (lastIndex < 0) lastIndex = ~lastIndex;
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lifetime.StartIndex = firstIndex;
lifetime.EndIndex = lastIndex;
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for (int i = firstIndex; i < lastIndex; ++i)
{
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Panel p = lifetime[i];
if (p.State != PanelSelectedState.Hidden)
p.IsOnScreen = true; //we don't want to update the on-screen state of hidden pannels as they have incorrect (stacked) y values.
updatePanel(p, halfHeight);
}
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
int direction = 0;
bool skipDifficulties = false;
switch (args.Key)
{
case Key.Up:
direction = -1;
break;
case Key.Down:
direction = 1;
break;
case Key.Left:
direction = -1;
skipDifficulties = true;
break;
case Key.Right:
direction = 1;
skipDifficulties = true;
break;
}
if (direction == 0)
return base.OnKeyDown(state, args);
SelectNext(direction, skipDifficulties);
return true;
}
public void SelectNext(int direction = 1, bool skipDifficulties = true)
{
if (!skipDifficulties)
{
int i = SelectedGroup.BeatmapPanels.IndexOf(SelectedPanel) + direction;
if (i >= 0 && i < SelectedGroup.BeatmapPanels.Count)
{
//changing difficulty panel, not set.
SelectGroup(SelectedGroup, SelectedGroup.BeatmapPanels[i]);
return;
}
}
int startIndex = groups.IndexOf(SelectedGroup);
int index = startIndex;
do
{
index = (index + direction + groups.Count) % groups.Count;
if (groups[index].State != BeatmapGroupState.Hidden)
{
SelectBeatmap(groups[index].BeatmapPanels.First().Beatmap);
return;
}
} while (index != startIndex);
}
public void SelectRandom()
{
if (groups.Count < 1)
return;
BeatmapGroup group = groups[RNG.Next(groups.Count)];
BeatmapPanel panel = group?.BeatmapPanels.First();
if (panel == null)
return;
SelectGroup(group, panel);
}
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public IEnumerator<BeatmapGroup> GetEnumerator() => groups.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
}
}