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Add transition for selecting a beatmap

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Dean Herbert 2025-03-04 18:09:58 +09:00
parent f0d6641adf
commit 1be3b990e7
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3 changed files with 52 additions and 19 deletions

View File

@ -10,6 +10,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics.UserInterface;
@ -260,6 +261,32 @@ namespace osu.Game.Screens.SelectV2
#endregion
#region Animation
/// <summary>
/// Moves non-selected beatmaps to the right, hiding off-screen.
/// </summary>
public bool VisuallyFocusSelected { get; set; }
private float selectionFocusOffset;
protected override void Update()
{
base.Update();
selectionFocusOffset = (float)Interpolation.DampContinuously(selectionFocusOffset, VisuallyFocusSelected ? 300 : 0, 100, Time.Elapsed);
foreach (var panel in Scroll.Panels)
{
var c = (ICarouselPanel)panel;
if (!c.Selected.Value)
panel.X += selectionFocusOffset;
}
}
#endregion
#region Filtering
public FilterCriteria Criteria { get; private set; } = new FilterCriteria();

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@ -75,7 +75,7 @@ namespace osu.Game.Screens.SelectV2
/// <summary>
/// The number of items currently actualised into drawables.
/// </summary>
public int VisibleItems => scroll.Panels.Count;
public int VisibleItems => Scroll.Panels.Count;
/// <summary>
/// The currently selected model. Generally of type T.
@ -185,7 +185,7 @@ namespace osu.Game.Screens.SelectV2
/// <param name="item">The item to find a related drawable representation.</param>
/// <returns>The drawable representation if it exists.</returns>
protected Drawable? GetMaterialisedDrawableForItem(CarouselItem item) =>
scroll.Panels.SingleOrDefault(p => ((ICarouselPanel)p).Item == item);
Scroll.Panels.SingleOrDefault(p => ((ICarouselPanel)p).Item == item);
/// <summary>
/// When a user is traversing the carousel via group selection keys, assert whether the item provided is a valid target.
@ -222,11 +222,11 @@ namespace osu.Game.Screens.SelectV2
#region Initialisation
private readonly CarouselScrollContainer scroll;
protected readonly CarouselScrollContainer Scroll;
protected Carousel()
{
InternalChild = scroll = new CarouselScrollContainer
InternalChild = Scroll = new CarouselScrollContainer
{
RelativeSizeAxes = Axes.Both,
};
@ -499,13 +499,13 @@ namespace osu.Game.Screens.SelectV2
// If a keyboard selection is currently made, we want to keep the view stable around the selection.
// That means that we should offset the immediate scroll position by any change in Y position for the selection.
if (prevKeyboard.YPosition != null && currentKeyboardSelection.YPosition != prevKeyboard.YPosition)
scroll.OffsetScrollPosition((float)(currentKeyboardSelection.YPosition!.Value - prevKeyboard.YPosition.Value));
Scroll.OffsetScrollPosition((float)(currentKeyboardSelection.YPosition!.Value - prevKeyboard.YPosition.Value));
}
private void scrollToSelection()
{
if (currentKeyboardSelection.CarouselItem != null)
scroll.ScrollTo(currentKeyboardSelection.CarouselItem.CarouselYPosition - visibleHalfHeight);
Scroll.ScrollTo(currentKeyboardSelection.CarouselItem.CarouselYPosition - visibleHalfHeight);
}
#endregion
@ -519,12 +519,12 @@ namespace osu.Game.Screens.SelectV2
/// <summary>
/// The position of the lower visible bound with respect to the current scroll position.
/// </summary>
private float visibleBottomBound => (float)(scroll.Current + DrawHeight + BleedBottom);
private float visibleBottomBound => (float)(Scroll.Current + DrawHeight + BleedBottom);
/// <summary>
/// The position of the upper visible bound with respect to the current scroll position.
/// </summary>
private float visibleUpperBound => (float)(scroll.Current - BleedTop);
private float visibleUpperBound => (float)(Scroll.Current - BleedTop);
/// <summary>
/// Half the height of the visible content.
@ -557,7 +557,7 @@ namespace osu.Game.Screens.SelectV2
double selectedYPos = currentSelection.CarouselItem?.CarouselYPosition ?? 0;
foreach (var panel in scroll.Panels)
foreach (var panel in Scroll.Panels)
{
var c = (ICarouselPanel)panel;
@ -566,12 +566,12 @@ namespace osu.Game.Screens.SelectV2
continue;
float normalisedDepth = (float)(Math.Abs(selectedYPos - c.DrawYPosition) / DrawHeight);
scroll.Panels.ChangeChildDepth(panel, c.Item.DepthLayer + normalisedDepth);
Scroll.Panels.ChangeChildDepth(panel, c.Item.DepthLayer + normalisedDepth);
if (c.DrawYPosition != c.Item.CarouselYPosition)
c.DrawYPosition = Interpolation.DampContinuously(c.DrawYPosition, c.Item.CarouselYPosition, 50, Time.Elapsed);
Vector2 posInScroll = scroll.ToLocalSpace(panel.ScreenSpaceDrawQuad.Centre);
Vector2 posInScroll = Scroll.ToLocalSpace(panel.ScreenSpaceDrawQuad.Centre);
float dist = Math.Abs(1f - posInScroll.Y / visibleHalfHeight);
panel.X = offsetX(dist, visibleHalfHeight);
@ -628,7 +628,7 @@ namespace osu.Game.Screens.SelectV2
toDisplay.RemoveAll(i => !i.IsVisible);
// Iterate over all panels which are already displayed and figure which need to be displayed / removed.
foreach (var panel in scroll.Panels)
foreach (var panel in Scroll.Panels)
{
var carouselPanel = (ICarouselPanel)panel;
@ -658,7 +658,7 @@ namespace osu.Game.Screens.SelectV2
carouselPanel.DrawYPosition = item.CarouselYPosition;
carouselPanel.Item = item;
scroll.Add(drawable);
Scroll.Add(drawable);
}
// Update the total height of all items (to make the scroll container scrollable through the full height even though
@ -666,10 +666,10 @@ namespace osu.Game.Screens.SelectV2
if (carouselItems.Count > 0)
{
var lastItem = carouselItems[^1];
scroll.SetLayoutHeight((float)(lastItem.CarouselYPosition + lastItem.DrawHeight + visibleHalfHeight));
Scroll.SetLayoutHeight((float)(lastItem.CarouselYPosition + lastItem.DrawHeight + visibleHalfHeight));
}
else
scroll.SetLayoutHeight(0);
Scroll.SetLayoutHeight(0);
}
private static void expirePanelImmediately(Drawable panel)
@ -713,7 +713,7 @@ namespace osu.Game.Screens.SelectV2
/// Implementation of scroll container which handles very large vertical lists by internally using <c>double</c> precision
/// for pre-display Y values.
/// </summary>
private partial class CarouselScrollContainer : UserTrackingScrollContainer, IKeyBindingHandler<GlobalAction>
protected partial class CarouselScrollContainer : UserTrackingScrollContainer, IKeyBindingHandler<GlobalAction>
{
public readonly Container Panels;

View File

@ -99,9 +99,13 @@ namespace osu.Game.Screens.SelectV2
base.OnEntering(e);
}
private const double fade_duration = 300;
public override void OnResuming(ScreenTransitionEvent e)
{
this.FadeIn();
this.FadeIn(fade_duration, Easing.OutQuint);
carousel.VisuallyFocusSelected = false;
// required due to https://github.com/ppy/osu-framework/issues/3218
modSelectOverlay.SelectedMods.Disabled = false;
@ -112,16 +116,18 @@ namespace osu.Game.Screens.SelectV2
public override void OnSuspending(ScreenTransitionEvent e)
{
this.Delay(400).FadeOut();
this.Delay(100).FadeOut(fade_duration, Easing.OutQuint);
modSelectOverlay.SelectedMods.UnbindFrom(Mods);
carousel.VisuallyFocusSelected = true;
base.OnSuspending(e);
}
public override bool OnExiting(ScreenExitEvent e)
{
this.Delay(400).FadeOut();
this.FadeOut(fade_duration, Easing.OutQuint);
return base.OnExiting(e);
}