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

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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 System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Configuration;
using osu.Framework.Input;
using OpenTK.Input;
using osu.Framework.MathUtils;
using System.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Allocation;
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using osu.Framework.Caching;
using osu.Framework.Threading;
using osu.Framework.Configuration;
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using osu.Game.Beatmaps;
using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Screens.Select.Carousel;
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namespace osu.Game.Screens.Select
{
public class BeatmapCarousel : OsuScrollContainer
{
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public BeatmapInfo SelectedBeatmap => selectedBeatmap?.Beatmap;
public override bool HandleInput => AllowSelection;
public Action BeatmapsChanged;
public IEnumerable<BeatmapSetInfo> Beatmaps
{
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get { return carouselSets.Select(g => g.BeatmapSet); }
set
{
scrollableContent.Clear(false);
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items.Clear();
carouselSets.Clear();
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List<CarouselBeatmapSet> newSets = null;
Task.Run(() =>
{
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newSets = value.Select(createGroup).Where(g => g != null).ToList();
newSets.ForEach(g => g.Filter(criteria));
}).ContinueWith(t =>
{
Schedule(() =>
{
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foreach (var g in newSets)
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addBeatmapSet(g);
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root = new CarouselGroup(newSets.OfType<CarouselItem>().ToList());
items = root.Drawables.Value.ToList();
yPositionsCache.Invalidate();
BeatmapsChanged?.Invoke();
});
});
}
}
private readonly List<float> yPositions = new List<float>();
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private Cached yPositionsCache = new Cached();
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private readonly Container<DrawableCarouselItem> scrollableContent;
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private readonly List<CarouselBeatmapSet> carouselSets = new List<CarouselBeatmapSet>();
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private Bindable<SongSelectRandomMode> randomType;
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private readonly List<CarouselBeatmapSet> seenSets = new List<CarouselBeatmapSet>();
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private List<DrawableCarouselItem> items = new List<DrawableCarouselItem>();
private CarouselGroup root = new CarouselGroup();
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private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
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private CarouselBeatmap selectedBeatmap;
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public BeatmapCarousel()
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{
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Add(new OsuContextMenuContainer
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{
RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Child = scrollableContent = new Container<DrawableCarouselItem>
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{
RelativeSizeAxes = Axes.X,
}
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});
}
public void RemoveBeatmap(BeatmapSetInfo beatmapSet)
{
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Schedule(() => removeBeatmapSet(carouselSets.Find(b => b.BeatmapSet.ID == beatmapSet.ID)));
}
public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet)
{
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// todo: this method should be smarter as to not recreate items that haven't changed, etc.
var oldGroup = carouselSets.Find(b => b.BeatmapSet.ID == beatmapSet.ID);
bool hadSelection = oldGroup?.State == CarouselItemState.Selected;
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var newSet = createGroup(beatmapSet);
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int index = carouselSets.IndexOf(oldGroup);
if (index >= 0)
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carouselSets.RemoveAt(index);
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if (newSet != null)
{
if (index >= 0)
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carouselSets.Insert(index, newSet);
else
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addBeatmapSet(newSet);
}
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if (hadSelection && newSet == null)
SelectNext();
Filter(null, false);
//check if we can/need to maintain our current selection.
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if (hadSelection && newSet != null)
{
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var newSelection = newSet.Beatmaps.Find(b => b.Beatmap.ID == selectedBeatmap?.Beatmap.ID);
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if (newSelection == null && selectedBeatmap != null)
newSelection = newSet.Beatmaps[Math.Min(newSet.Beatmaps.Count - 1, oldGroup.Beatmaps.IndexOf(selectedBeatmap))];
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select(newSelection);
}
}
public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
{
if (beatmap == null || beatmap.Hidden)
{
SelectNext();
return;
}
if (beatmap == SelectedBeatmap) return;
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foreach (CarouselBeatmapSet group in carouselSets)
{
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var item = group.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (item != null)
{
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select(item);
return;
}
}
}
public Action<BeatmapInfo> SelectionChanged;
private void selectNullBeatmap()
{
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selectedBeatmap = null;
SelectionChanged?.Invoke(null);
}
/// <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)
{
// todo: we may want to refactor and remove this as an optimisation in the future.
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if (carouselSets.All(g => g.State == CarouselItemState.Hidden))
{
selectNullBeatmap();
return;
}
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int originalIndex = Math.Max(0, items.IndexOf(selectedBeatmap?.Drawables.Value.First()));
int currentIndex = originalIndex;
// local function to increment the index in the required direction, wrapping over extremities.
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int incrementIndex() => currentIndex = (currentIndex + direction + items.Count) % items.Count;
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while (incrementIndex() != originalIndex)
{
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var item = items[currentIndex].Item;
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if (item.Filtered || item.State == CarouselItemState.Selected) continue;
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switch (item)
{
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case CarouselBeatmap beatmap:
if (skipDifficulties) continue;
select(beatmap);
return;
case CarouselBeatmapSet set:
select(set);
return;
}
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}
}
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private IEnumerable<CarouselBeatmapSet> getVisibleGroups() => carouselSets.Where(select => select.State != CarouselItemState.NotSelected);
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public void SelectNextRandom()
{
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if (carouselSets.Count == 0)
return;
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var visibleGroups = getVisibleGroups();
if (!visibleGroups.Any())
return;
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if (selectedBeatmap != null)
randomSelectedBeatmaps.Push(selectedBeatmap);
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CarouselBeatmapSet group;
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if (randomType == SongSelectRandomMode.RandomPermutation)
{
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var notSeenGroups = visibleGroups.Except(seenSets);
if (!notSeenGroups.Any())
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{
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seenSets.Clear();
notSeenGroups = visibleGroups;
}
group = notSeenGroups.ElementAt(RNG.Next(notSeenGroups.Count()));
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seenSets.Add(group);
}
else
group = visibleGroups.ElementAt(RNG.Next(visibleGroups.Count()));
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CarouselBeatmap item = group.Beatmaps[RNG.Next(group.Beatmaps.Count)];
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select(item);
}
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public void SelectPreviousRandom()
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{
if (!randomSelectedBeatmaps.Any())
return;
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while (randomSelectedBeatmaps.Any())
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{
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var beatmap = randomSelectedBeatmaps.Pop();
if (beatmap.Visible)
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{
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select(beatmap);
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break;
}
}
}
private FilterCriteria criteria = new FilterCriteria();
private ScheduledDelegate filterTask;
public bool AllowSelection = true;
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public void FlushPendingFilters()
{
if (filterTask?.Completed == false)
Filter(null, false);
}
public void Filter(FilterCriteria newCriteria = null, bool debounce = true)
{
if (newCriteria != null)
criteria = newCriteria;
Action perform = delegate
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{
filterTask = null;
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carouselSets.ForEach(s => s.Filter(criteria));
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yPositionsCache.Invalidate();
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if (selectedBeatmap?.Visible != true)
SelectNext();
else
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select(selectedBeatmap);
};
filterTask?.Cancel();
filterTask = null;
if (debounce)
filterTask = Scheduler.AddDelayed(perform, 250);
else
perform();
}
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public void ScrollToSelected(bool animated = true)
{
float selectedY = computeYPositions(animated);
ScrollTo(selectedY, animated);
}
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private CarouselBeatmapSet createGroup(BeatmapSetInfo beatmapSet)
{
if (beatmapSet.Beatmaps.All(b => b.Hidden))
return null;
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// todo: remove the need for this.
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foreach (var b in beatmapSet.Beatmaps)
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{
if (b.Metadata == null)
b.Metadata = beatmapSet.Metadata;
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}
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var set = new CarouselBeatmapSet(beatmapSet);
foreach (var c in set.Beatmaps)
{
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c.State.ValueChanged += v =>
{
if (v == CarouselItemState.Selected)
{
selectedBeatmap = c;
SelectionChanged?.Invoke(c.Beatmap);
yPositionsCache.Invalidate();
Schedule(() => ScrollToSelected());
}
};
}
return set;
}
[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuConfigManager config)
{
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randomType = config.GetBindable<SongSelectRandomMode>(OsuSetting.SelectionRandomType);
}
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private void addBeatmapSet(CarouselBeatmapSet set)
{
// prevent duplicates by concurrent independent actions trying to add a group
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//todo: check this
if (carouselSets.Any(g => g.BeatmapSet.ID == set.BeatmapSet.ID))
return;
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//todo: add to root
carouselSets.Add(set);
}
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private void removeBeatmapSet(CarouselBeatmapSet set)
{
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if (set == null)
return;
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carouselSets.Remove(set);
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foreach (var d in set.Drawables.Value)
{
items.Remove(d);
scrollableContent.Remove(d);
}
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if (set.State == CarouselItemState.Selected)
SelectNext();
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yPositionsCache.Invalidate();
}
/// <summary>
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/// Computes the target Y positions for every item in the carousel.
/// </summary>
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/// <returns>The Y position of the currently selected item.</returns>
private float computeYPositions(bool animated = true)
{
yPositions.Clear();
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float currentY = DrawHeight / 2;
float selectedY = currentY;
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float lastSetY = 0;
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foreach (DrawableCarouselItem d in items)
{
switch (d)
{
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case DrawableCarouselBeatmapSet set:
set.MoveToX(set.Item.State == CarouselItemState.Selected ? -100 : 0, 500, Easing.OutExpo);
lastSetY = set.Position.Y;
break;
case DrawableCarouselBeatmap beatmap:
beatmap.MoveToX(beatmap.Item.State == CarouselItemState.Selected ? -50 : 0, 500, Easing.OutExpo);
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if (beatmap.Item == selectedBeatmap)
selectedY = currentY + beatmap.DrawHeight / 2 - DrawHeight / 2;
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// on first display we want to begin hidden under our group's header.
if (animated && !beatmap.IsPresent)
beatmap.MoveToY(lastSetY);
break;
}
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yPositions.Add(currentY);
d.MoveToY(currentY, animated ? 750 : 0, Easing.OutExpo);
if (d.Item.Visible)
currentY += d.DrawHeight + 5;
}
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currentY += DrawHeight / 2;
scrollableContent.Height = currentY;
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yPositionsCache.Validate();
return selectedY;
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}
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private void select(CarouselItem item)
{
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if (item == null) return;
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item.State.Value = CarouselItemState.Selected;
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
int direction = 0;
bool skipDifficulties = false;
switch (args.Key)
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{
case Key.Up:
direction = -1;
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break;
case Key.Down:
direction = 1;
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break;
case Key.Left:
direction = -1;
skipDifficulties = true;
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break;
case Key.Right:
direction = 1;
skipDifficulties = true;
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break;
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}
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if (direction == 0)
return base.OnKeyDown(state, args);
SelectNext(direction, skipDifficulties);
return true;
}
protected override void Update()
{
base.Update();
float drawHeight = DrawHeight;
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if (!yPositionsCache.IsValid)
computeYPositions();
// Remove all items that should no longer be on-screen
scrollableContent.RemoveAll(delegate (DrawableCarouselItem p)
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{
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float itemPosY = p.Position.Y;
bool remove = itemPosY < Current - p.DrawHeight || itemPosY > Current + drawHeight || !p.IsPresent;
return remove;
});
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// Find index range of all items that should be on-screen
Trace.Assert(items.Count == yPositions.Count);
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int firstIndex = yPositions.BinarySearch(Current - DrawableCarouselItem.MAX_HEIGHT);
if (firstIndex < 0) firstIndex = ~firstIndex;
int lastIndex = yPositions.BinarySearch(Current + drawHeight);
if (lastIndex < 0)
{
lastIndex = ~lastIndex;
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// Add the first item of the last visible beatmap group to preload its data.
if (lastIndex != 0 && items[lastIndex - 1] is DrawableCarouselBeatmapSet)
lastIndex++;
}
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// Add those items within the previously found index range that should be displayed.
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for (int i = firstIndex; i < lastIndex; ++i)
{
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DrawableCarouselItem item = items[i];
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// Only add if we're not already part of the content.
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if (!scrollableContent.Contains(item))
{
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// Makes sure headers are always _below_ items,
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// and depth flows downward.
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item.Depth = i + (item is DrawableCarouselBeatmapSet ? items.Count : 0);
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switch (item.LoadState)
{
case LoadState.NotLoaded:
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LoadComponentAsync(item);
break;
case LoadState.Loading:
break;
default:
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scrollableContent.Add(item);
break;
}
}
}
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// Update externally controlled state of currently visible items
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// (e.g. x-offset and opacity).
float halfHeight = drawHeight / 2;
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foreach (DrawableCarouselItem p in scrollableContent.Children)
updateItem(p, halfHeight);
}
/// <summary>
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/// 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;
double discriminant = Math.Max(0, circle_radius * circle_radius - dist * dist);
float x = (circle_radius - (float)Math.Sqrt(discriminant)) * halfHeight;
return 125 + x;
}
/// <summary>
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/// Update a item's x position and multiplicative alpha based on its y position and
/// the current scroll position.
/// </summary>
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/// <param name="p">The item to be updated.</param>
/// <param name="halfHeight">Half the draw height of the carousel container.</param>
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private void updateItem(DrawableCarouselItem p, float halfHeight)
{
var height = p.IsPresent ? p.DrawHeight : 0;
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float itemDrawY = p.Position.Y - Current + height / 2;
float dist = Math.Abs(1f - itemDrawY / halfHeight);
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// Setting the origin position serves as an additive position on top of potential
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// local transformation we may want to apply (e.g. when a item gets selected, we
// may want to smoothly transform it leftwards.)
p.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 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 transformations on top, with a similar reasoning to the previous comment.
p.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
}
}
}