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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 ;
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using osu.Framework.Input.Bindings ;
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using osu.Framework.Input.Events ;
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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 ;
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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
{
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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>
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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 ;
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/// <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>
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/// Raised when the <see cref="SelectedBeatmapInfo"/> is changed.
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/// </summary>
public Action < BeatmapInfo > SelectionChanged ;
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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 > ( ) ;
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// todo: only used for testing, maybe remove.
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private bool loadedTestBeatmaps ;
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public IEnumerable < BeatmapSetInfo > BeatmapSets
{
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get = > beatmapSets . Select ( g = > g . BeatmapSet ) ;
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set
{
loadedTestBeatmaps = true ;
loadBeatmapSets ( value ) ;
}
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}
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private void loadBeatmapSets ( IEnumerable < BeatmapSetInfo > beatmapSets )
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{
CarouselRoot newRoot = new CarouselRoot ( this ) ;
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newRoot . AddChildren ( beatmapSets . Select ( s = > createCarouselSet ( s . Detach ( ) ) ) . Where ( g = > g ! = null ) ) ;
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root = newRoot ;
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if ( selectedBeatmapSet ! = null & & ! beatmapSets . Contains ( selectedBeatmapSet . BeatmapSet ) )
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selectedBeatmapSet = null ;
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Scroll . Clear ( false ) ;
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itemsCache . Invalidate ( ) ;
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ScrollToSelected ( ) ;
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applyActiveCriteria ( false ) ;
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if ( loadedTestBeatmaps )
signalBeatmapsLoaded ( ) ;
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}
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private readonly List < CarouselItem > visibleItems = new List < CarouselItem > ( ) ;
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private readonly Cached itemsCache = new Cached ( ) ;
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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 ;
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private IDisposable subscriptionDeletedSets ;
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private IDisposable subscriptionBeatmaps ;
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private IDisposable subscriptionHiddenBeatmaps ;
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private readonly DrawablePool < DrawableCarouselBeatmapSet > setPool = new DrawablePool < DrawableCarouselBeatmapSet > ( 100 ) ;
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public BeatmapCarousel ( )
{
root = new CarouselRoot ( this ) ;
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InternalChild = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes . Both ,
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Children = new Drawable [ ]
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{
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setPool ,
Scroll = new CarouselScrollContainer
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{
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RelativeSizeAxes = Axes . Both ,
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}
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}
} ;
}
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[BackgroundDependencyLoader]
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private void load ( OsuConfigManager config )
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{
config . BindWith ( OsuSetting . RandomSelectAlgorithm , RandomAlgorithm ) ;
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config . BindWith ( OsuSetting . SongSelectRightMouseScroll , RightClickScrollingEnabled ) ;
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RightClickScrollingEnabled . ValueChanged + = enabled = > Scroll . RightMouseScrollbar = enabled . NewValue ;
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RightClickScrollingEnabled . TriggerChange ( ) ;
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if ( ! loadedTestBeatmaps )
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{
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realm . Run ( r = > loadBeatmapSets ( getBeatmapSets ( r ) ) ) ;
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}
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}
[Resolved]
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private RealmAccess realm { get ; set ; }
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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subscriptionSets = realm . RegisterForNotifications ( getBeatmapSets , beatmapSetsChanged ) ;
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subscriptionBeatmaps = realm . RegisterForNotifications ( r = > r . All < BeatmapInfo > ( ) . Where ( b = > ! b . Hidden ) , beatmapsChanged ) ;
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// Can't use main subscriptions because we can't lookup deleted indices.
// https://github.com/realm/realm-dotnet/discussions/2634#discussioncomment-1605595.
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subscriptionDeletedSets = realm . RegisterForNotifications ( r = > r . All < BeatmapSetInfo > ( ) . Where ( s = > s . DeletePending & & ! s . Protected ) , deletedBeatmapSetsChanged ) ;
subscriptionHiddenBeatmaps = realm . RegisterForNotifications ( r = > r . All < BeatmapInfo > ( ) . Where ( b = > b . Hidden ) , beatmapsChanged ) ;
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}
private void deletedBeatmapSetsChanged ( IRealmCollection < BeatmapSetInfo > sender , ChangeSet changes , Exception error )
{
// If loading test beatmaps, avoid overwriting with realm subscription callbacks.
if ( loadedTestBeatmaps )
return ;
if ( changes = = null )
return ;
foreach ( int i in changes . InsertedIndices )
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removeBeatmapSet ( sender [ i ] . ID ) ;
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}
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private void beatmapSetsChanged ( IRealmCollection < BeatmapSetInfo > sender , ChangeSet changes , Exception error )
{
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// If loading test beatmaps, avoid overwriting with realm subscription callbacks.
if ( loadedTestBeatmaps )
return ;
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if ( changes = = null )
{
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// During initial population, we must manually account for the fact that our original query was done on an async thread.
// Since then, there may have been imports or deletions.
// Here we manually catch up on any changes.
var realmSets = new HashSet < Guid > ( ) ;
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for ( int i = 0 ; i < sender . Count ; i + + )
realmSets . Add ( sender [ i ] . ID ) ;
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foreach ( var id in realmSets )
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{
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if ( ! root . BeatmapSetsByID . ContainsKey ( id ) )
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UpdateBeatmapSet ( realm . Realm . Find < BeatmapSetInfo > ( id ) . Detach ( ) ) ;
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}
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foreach ( var id in root . BeatmapSetsByID . Keys )
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{
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if ( ! realmSets . Contains ( id ) )
removeBeatmapSet ( id ) ;
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}
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signalBeatmapsLoaded ( ) ;
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return ;
}
foreach ( int i in changes . NewModifiedIndices )
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UpdateBeatmapSet ( sender [ i ] . Detach ( ) ) ;
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foreach ( int i in changes . InsertedIndices )
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UpdateBeatmapSet ( sender [ i ] . Detach ( ) ) ;
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}
private void beatmapsChanged ( IRealmCollection < BeatmapInfo > sender , ChangeSet changes , Exception error )
{
// we only care about actual changes in hidden status.
if ( changes = = null )
return ;
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foreach ( int i in changes . InsertedIndices )
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{
var beatmapInfo = sender [ i ] ;
var beatmapSet = beatmapInfo . BeatmapSet ;
Debug . Assert ( beatmapSet ! = null ) ;
// Only require to action here if the beatmap is missing.
// This avoids processing these events unnecessarily when new beatmaps are imported, for example.
if ( root . BeatmapSetsByID . TryGetValue ( beatmapSet . ID , out var existingSet )
& & existingSet . BeatmapSet . Beatmaps . All ( b = > b . ID ! = beatmapInfo . ID ) )
{
UpdateBeatmapSet ( beatmapSet . Detach ( ) ) ;
}
}
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}
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private IQueryable < BeatmapSetInfo > getBeatmapSets ( Realm realm ) = > realm . All < BeatmapSetInfo > ( ) . Where ( s = > ! s . DeletePending & & ! s . Protected ) ;
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public void RemoveBeatmapSet ( BeatmapSetInfo beatmapSet ) = >
removeBeatmapSet ( beatmapSet . ID ) ;
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private void removeBeatmapSet ( Guid beatmapSetID ) = > Schedule ( ( ) = >
{
if ( ! root . BeatmapSetsByID . TryGetValue ( beatmapSetID , out var existingSet ) )
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return ;
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root . RemoveChild ( existingSet ) ;
itemsCache . Invalidate ( ) ;
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if ( ! Scroll . UserScrolling )
ScrollToSelected ( true ) ;
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} ) ;
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public void UpdateBeatmapSet ( BeatmapSetInfo beatmapSet ) = > Schedule ( ( ) = >
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{
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Guid ? previouslySelectedID = null ;
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// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
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if ( selectedBeatmapSet ? . BeatmapSet . ID = = beatmapSet . ID )
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previouslySelectedID = selectedBeatmap ? . BeatmapInfo . ID ;
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var newSet = createCarouselSet ( beatmapSet ) ;
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root . RemoveChild ( beatmapSet . ID ) ;
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if ( newSet ! = null )
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{
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root . AddChild ( newSet ) ;
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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 ( ) ;
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if ( ! Scroll . UserScrolling )
ScrollToSelected ( true ) ;
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BeatmapSetsChanged ? . Invoke ( ) ;
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} ) ;
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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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{
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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 )
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return false ;
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select ( item ) ;
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// 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 ) ;
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applyActiveCriteria ( false ) ;
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}
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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 )
{
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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 ( )
{
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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 ) ) ;
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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 )
{
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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 ;
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/// <summary>
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/// Half the height of the visible content.
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/// <remarks>
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/// This is different from the height of <see cref="ScrollContainer{T}"/>.displayableContent, since
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/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
/// </remarks>
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/// </summary>
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private float visibleHalfHeight = > ( DrawHeight + BleedBottom + BleedTop ) / 2 ;
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/// <summary>
/// The position of the lower visible bound with respect to the current scroll position.
/// </summary>
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private float visibleBottomBound = > Scroll . Current + DrawHeight + BleedBottom ;
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/// <summary>
/// The position of the upper visible bound with respect to the current scroll position.
/// </summary>
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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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{
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applyActiveCriteria ( false ) ;
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Update ( ) ;
}
}
public void Filter ( FilterCriteria newCriteria , bool debounce = true )
{
if ( newCriteria ! = null )
activeCriteria = newCriteria ;
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applyActiveCriteria ( debounce ) ;
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}
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private void applyActiveCriteria ( bool debounce , bool alwaysResetScrollPosition = true )
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{
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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 ( ) ;
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if ( alwaysResetScrollPosition | | ! Scroll . UserScrolling )
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ScrollToSelected ( true ) ;
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}
}
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private void signalBeatmapsLoaded ( )
{
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if ( ! BeatmapSetsLoaded )
{
BeatmapSetsChanged ? . Invoke ( ) ;
BeatmapSetsLoaded = true ;
}
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itemsCache . Invalidate ( ) ;
}
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private float? scrollTarget ;
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/// <summary>
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/// Scroll to the current <see cref="SelectedBeatmapInfo"/>.
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/// </summary>
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/// <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 :
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SelectNext ( - 1 ) ;
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return true ;
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case Key . Right :
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SelectNext ( ) ;
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return true ;
}
return false ;
}
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public bool OnPressed ( KeyBindingPressEvent < GlobalAction > e )
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{
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switch ( e . Action )
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{
case GlobalAction . SelectNext :
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SelectNext ( 1 , false ) ;
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return true ;
case GlobalAction . SelectPrevious :
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SelectNext ( - 1 , false ) ;
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return true ;
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}
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return false ;
}
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public void OnReleased ( KeyBindingReleaseEvent < GlobalAction > e )
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{
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}
#endregion
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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 ;
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// First we iterate over all non-filtered carousel items and populate their
// vertical position data.
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if ( revalidateItems )
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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.
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// 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 )
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updateScrollPosition ( ) ;
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// 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 ( ) ;
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// 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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{
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displayedRange = newDisplayRange ;
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if ( visibleItems . Count > 0 )
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{
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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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{
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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 ) ;
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panel . Depth = item . CarouselYPosition ;
panel . Y = item . CarouselYPosition ;
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Scroll . Add ( panel ) ;
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}
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}
}
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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.
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foreach ( DrawableCarouselItem item in Scroll . Children )
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{
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updateItem ( item ) ;
if ( item is DrawableCarouselBeatmapSet set )
{
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foreach ( var diff in set . DrawableBeatmaps )
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updateItem ( diff , item ) ;
}
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}
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}
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private readonly CarouselBoundsItem carouselBoundsItem = new CarouselBoundsItem ( ) ;
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private ( int firstIndex , int lastIndex ) getDisplayRange ( )
{
// Find index range of all items that should be on-screen
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carouselBoundsItem . CarouselYPosition = visibleUpperBound - distance_offscreen_to_preload ;
int firstIndex = visibleItems . BinarySearch ( carouselBoundsItem ) ;
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if ( firstIndex < 0 ) firstIndex = ~ firstIndex ;
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carouselBoundsItem . CarouselYPosition = visibleBottomBound + distance_offscreen_to_preload ;
int lastIndex = visibleItems . BinarySearch ( carouselBoundsItem ) ;
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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 ) ;
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lastIndex = Math . Clamp ( lastIndex + 1 , firstIndex , Math . Max ( 0 , visibleItems . Count - 1 ) ) ;
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return ( firstIndex , lastIndex ) ;
}
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private CarouselBeatmapSet createCarouselSet ( BeatmapSetInfo beatmapSet )
{
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// This can be moved to the realm query if required using:
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// .Filter("DeletePending == false && Protected == false && ANY Beatmaps.Hidden == false")
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//
// As long as we are detaching though, it makes more sense to do it here as adding to the realm query has an overhead
// as seen at https://github.com/realm/realm-dotnet/discussions/2773#discussioncomment-2004275.
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if ( beatmapSet . Beatmaps . All ( b = > b . Hidden ) )
return null ;
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var set = new CarouselBeatmapSet ( beatmapSet )
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{
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GetRecommendedBeatmap = beatmaps = > GetRecommendedBeatmap ? . Invoke ( beatmaps )
} ;
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foreach ( var c in set . Beatmaps )
{
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c . State . ValueChanged + = state = >
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{
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if ( state . NewValue = = CarouselItemState . Selected )
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{
selectedBeatmapSet = set ;
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SelectionChanged ? . Invoke ( c . BeatmapInfo ) ;
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itemsCache . Invalidate ( ) ;
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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>
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private void updateYPositions ( )
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{
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visibleItems . Clear ( ) ;
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float currentY = visibleHalfHeight ;
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scrollTarget = null ;
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foreach ( CarouselItem item in root . Children )
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{
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if ( item . Filtered . Value )
continue ;
switch ( item )
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{
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case CarouselBeatmapSet set :
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{
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visibleItems . Add ( set ) ;
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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 )
{
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if ( ! b . Visible )
continue ;
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if ( b . State . Value = = CarouselItemState . Selected )
{
scrollTarget + = b . TotalHeight / 2 ;
break ;
}
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scrollTarget + = b . TotalHeight ;
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}
}
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currentY + = set . TotalHeight + panel_padding ;
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break ;
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}
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}
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}
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currentY + = visibleHalfHeight ;
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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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{
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bool selectionLost = selectedBeatmapSet ! = null & & selectedBeatmapSet . State . Value ! = CarouselItemState . Selected ;
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if ( selectionLost )
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{
selectedBeatmapSet = null ;
SelectionChanged ? . Invoke ( null ) ;
}
}
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}
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private bool firstScroll = true ;
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private void updateScrollPosition ( )
{
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if ( scrollTarget ! = null )
{
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if ( firstScroll )
{
// reduce movement when first displaying the carousel.
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Scroll . ScrollTo ( scrollTarget . Value - 200 , false ) ;
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firstScroll = false ;
}
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switch ( pendingScrollOperation )
{
case PendingScrollOperation . Standard :
Scroll . ScrollTo ( scrollTarget . Value ) ;
break ;
case PendingScrollOperation . Immediate :
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// 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 ;
}
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pendingScrollOperation = PendingScrollOperation . None ;
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}
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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 ;
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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>
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/// <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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{
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Vector2 posInScroll = Scroll . ScrollContent . ToLocalSpace ( item . Header . ScreenSpaceDrawQuad . Centre ) ;
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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
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// layer alpha transformations on top.
item . SetMultiplicativeAlpha ( Math . Clamp ( 1.75f - 1.5f * dist , 0 , 1 ) ) ;
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}
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private enum PendingScrollOperation
{
None ,
Standard ,
Immediate ,
}
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/// <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 ;
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public readonly Dictionary < Guid , CarouselBeatmapSet > BeatmapSetsByID = new Dictionary < Guid , CarouselBeatmapSet > ( ) ;
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public CarouselRoot ( BeatmapCarousel carousel )
{
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// root should always remain selected. if not, PerformSelection will not be called.
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State . Value = CarouselItemState . Selected ;
State . ValueChanged + = state = > State . Value = CarouselItemState . Selected ;
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this . carousel = carousel ;
}
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public override void AddChild ( CarouselItem i )
{
CarouselBeatmapSet set = ( CarouselBeatmapSet ) i ;
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BeatmapSetsByID . Add ( set . BeatmapSet . ID , set ) ;
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base . AddChild ( i ) ;
}
public void RemoveChild ( Guid beatmapSetID )
{
if ( BeatmapSetsByID . TryGetValue ( beatmapSetID , out var carouselBeatmapSet ) )
RemoveChild ( carouselBeatmapSet ) ;
}
public override void RemoveChild ( CarouselItem i )
{
CarouselBeatmapSet set = ( CarouselBeatmapSet ) i ;
BeatmapSetsByID . Remove ( set . BeatmapSet . ID ) ;
base . RemoveChild ( i ) ;
}
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protected override void PerformSelection ( )
{
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if ( LastSelected = = null | | LastSelected . Filtered . Value )
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carousel ? . SelectNextRandom ( ) ;
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else
base . PerformSelection ( ) ;
}
}
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protected class CarouselScrollContainer : UserTrackingScrollContainer < DrawableCarouselItem >
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{
private bool rightMouseScrollBlocked ;
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public CarouselScrollContainer ( )
{
// size is determined by the carousel itself, due to not all content necessarily being loaded.
ScrollContent . AutoSizeAxes = Axes . None ;
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// 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 ;
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}
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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 ;
}
}
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rightMouseScrollBlocked = false ;
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return base . OnMouseDown ( e ) ;
}
protected override bool OnDragStart ( DragStartEvent e )
{
if ( rightMouseScrollBlocked )
return false ;
return base . OnDragStart ( e ) ;
}
}
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
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subscriptionSets ? . Dispose ( ) ;
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subscriptionDeletedSets ? . Dispose ( ) ;
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subscriptionBeatmaps ? . Dispose ( ) ;
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subscriptionHiddenBeatmaps ? . Dispose ( ) ;
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}
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}
}