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Merge pull request #10973 from peppy/song-select-track-selected-better-2
Improve scroll tracking of selected item
This commit is contained in:
commit
3ddba8e5b3
@ -917,7 +917,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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get
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{
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foreach (var item in ScrollableContent)
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foreach (var item in Scroll.Children)
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{
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yield return item;
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@ -12,7 +12,19 @@ using osuTK.Input;
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namespace osu.Game.Graphics.Containers
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{
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public class OsuScrollContainer : ScrollContainer<Drawable>
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public class OsuScrollContainer : OsuScrollContainer<Drawable>
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{
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public OsuScrollContainer()
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{
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}
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public OsuScrollContainer(Direction direction)
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: base(direction)
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{
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}
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}
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public class OsuScrollContainer<T> : ScrollContainer<T> where T : Drawable
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{
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public const float SCROLL_BAR_HEIGHT = 10;
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public const float SCROLL_BAR_PADDING = 3;
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@ -91,7 +91,7 @@ namespace osu.Game.Screens.Select
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/// </summary>
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public bool BeatmapSetsLoaded { get; private set; }
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private readonly CarouselScrollContainer scroll;
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protected readonly CarouselScrollContainer Scroll;
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private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
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@ -112,9 +112,9 @@ namespace osu.Game.Screens.Select
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if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet))
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selectedBeatmapSet = null;
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ScrollableContent.Clear(false);
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Scroll.Clear(false);
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itemsCache.Invalidate();
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scrollPositionCache.Invalidate();
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ScrollToSelected();
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// apply any pending filter operation that may have been delayed (see applyActiveCriteria's scheduling behaviour when BeatmapSetsLoaded is false).
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FlushPendingFilterOperations();
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@ -130,9 +130,7 @@ namespace osu.Game.Screens.Select
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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 readonly Cached scrollPositionCache = new Cached();
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protected readonly Container<DrawableCarouselItem> ScrollableContent;
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private PendingScrollOperation pendingScrollOperation = PendingScrollOperation.None;
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public Bindable<bool> RightClickScrollingEnabled = new Bindable<bool>();
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@ -155,17 +153,12 @@ namespace osu.Game.Screens.Select
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InternalChild = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = scroll = new CarouselScrollContainer
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Children = new Drawable[]
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{
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Masking = false,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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setPool,
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Scroll = new CarouselScrollContainer
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{
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setPool,
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ScrollableContent = new Container<DrawableCarouselItem>
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{
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RelativeSizeAxes = Axes.X,
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}
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RelativeSizeAxes = Axes.Both,
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}
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}
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};
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@ -180,7 +173,7 @@ namespace osu.Game.Screens.Select
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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.ValueChanged += enabled => Scroll.RightMouseScrollbar = enabled.NewValue;
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RightClickScrollingEnabled.TriggerChange();
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itemUpdated = beatmaps.ItemUpdated.GetBoundCopy();
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@ -421,12 +414,12 @@ namespace osu.Game.Screens.Select
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/// <summary>
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/// The position of the lower visible bound with respect to the current scroll position.
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/// </summary>
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private float visibleBottomBound => scroll.Current + DrawHeight + BleedBottom;
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private float visibleBottomBound => Scroll.Current + DrawHeight + BleedBottom;
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/// <summary>
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/// The position of the upper visible bound with respect to the current scroll position.
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/// </summary>
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private float visibleUpperBound => scroll.Current - BleedTop;
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private float visibleUpperBound => Scroll.Current - BleedTop;
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public void FlushPendingFilterOperations()
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{
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@ -468,8 +461,8 @@ namespace osu.Game.Screens.Select
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root.Filter(activeCriteria);
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itemsCache.Invalidate();
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if (alwaysResetScrollPosition || !scroll.UserScrolling)
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ScrollToSelected();
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if (alwaysResetScrollPosition || !Scroll.UserScrolling)
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ScrollToSelected(true);
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}
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}
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@ -478,7 +471,12 @@ namespace osu.Game.Screens.Select
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/// <summary>
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/// Scroll to the current <see cref="SelectedBeatmap"/>.
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/// </summary>
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public void ScrollToSelected() => scrollPositionCache.Invalidate();
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/// <param name="immediate">
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/// Whether the scroll position should immediately be shifted to the target, delegating animation to visible panels.
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/// This should be true for operations like filtering - where panels are changing visibility state - to avoid large jumps in animation.
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/// </param>
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public void ScrollToSelected(bool immediate = false) =>
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pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
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#region Key / button selection logic
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@ -488,12 +486,12 @@ namespace osu.Game.Screens.Select
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{
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case Key.Left:
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if (!e.Repeat)
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beginRepeatSelection(() => SelectNext(-1, true), e.Key);
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beginRepeatSelection(() => SelectNext(-1), e.Key);
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return true;
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case Key.Right:
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if (!e.Repeat)
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beginRepeatSelection(() => SelectNext(1, true), e.Key);
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beginRepeatSelection(() => SelectNext(), e.Key);
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return true;
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}
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@ -580,6 +578,11 @@ namespace osu.Game.Screens.Select
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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.
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if (pendingScrollOperation != PendingScrollOperation.None)
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updateScrollPosition();
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// This data is consumed to find the currently displayable range.
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// This is the range we want to keep drawables for, and should exceed the visible range slightly to avoid drawable churn.
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var newDisplayRange = getDisplayRange();
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@ -594,7 +597,7 @@ namespace osu.Game.Screens.Select
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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 ScrollableContent.Children)
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foreach (var panel in Scroll.Children)
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{
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if (toDisplay.Remove(panel.Item))
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{
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@ -620,24 +623,14 @@ namespace osu.Game.Screens.Select
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panel.Depth = item.CarouselYPosition;
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panel.Y = item.CarouselYPosition;
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ScrollableContent.Add(panel);
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Scroll.Add(panel);
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}
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}
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}
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// Finally, if the filtered items have changed, animate drawables to their new locations.
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// This is common if a selected/collapsed state has changed.
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if (revalidateItems)
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{
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foreach (DrawableCarouselItem panel in ScrollableContent.Children)
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{
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panel.MoveToY(panel.Item.CarouselYPosition, 800, Easing.OutQuint);
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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).
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// This is a per-frame update on all drawable panels.
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foreach (DrawableCarouselItem item in ScrollableContent.Children)
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foreach (DrawableCarouselItem item in Scroll.Children)
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{
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updateItem(item);
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@ -670,14 +663,6 @@ namespace osu.Game.Screens.Select
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return (firstIndex, lastIndex);
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (!scrollPositionCache.IsValid)
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updateScrollPosition();
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}
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private void beatmapRemoved(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakItem)
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{
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if (weakItem.NewValue.TryGetTarget(out var item))
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@ -789,7 +774,8 @@ namespace osu.Game.Screens.Select
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}
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currentY += visibleHalfHeight;
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ScrollableContent.Height = currentY;
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Scroll.ScrollContent.Height = currentY;
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if (BeatmapSetsLoaded && (selectedBeatmapSet == null || selectedBeatmap == null || selectedBeatmapSet.State.Value != CarouselItemState.Selected))
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{
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@ -809,12 +795,31 @@ namespace osu.Game.Screens.Select
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if (firstScroll)
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{
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// reduce movement when first displaying the carousel.
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scroll.ScrollTo(scrollTarget.Value - 200, false);
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Scroll.ScrollTo(scrollTarget.Value - 200, false);
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firstScroll = false;
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}
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scroll.ScrollTo(scrollTarget.Value);
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scrollPositionCache.Validate();
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switch (pendingScrollOperation)
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{
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case PendingScrollOperation.Standard:
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Scroll.ScrollTo(scrollTarget.Value);
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break;
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case PendingScrollOperation.Immediate:
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// in order to simplify animation logic, rather than using the animated version of ScrollTo,
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// we take the difference in scroll height and apply to all visible panels.
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// this avoids edge cases like when the visible panels is reduced suddenly, causing ScrollContainer
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// to enter clamp-special-case mode where it animates completely differently to normal.
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float scrollChange = scrollTarget.Value - Scroll.Current;
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Scroll.ScrollTo(scrollTarget.Value, false);
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foreach (var i in Scroll.Children)
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i.Y += scrollChange;
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break;
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}
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pendingScrollOperation = PendingScrollOperation.None;
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}
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}
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@ -844,7 +849,7 @@ namespace osu.Game.Screens.Select
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/// <param name="parent">For nested items, the parent of the item to be updated.</param>
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private void updateItem(DrawableCarouselItem item, DrawableCarouselItem parent = null)
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{
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Vector2 posInScroll = ScrollableContent.ToLocalSpace(item.Header.ScreenSpaceDrawQuad.Centre);
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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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@ -858,6 +863,13 @@ namespace osu.Game.Screens.Select
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item.SetMultiplicativeAlpha(Math.Clamp(1.75f - 1.5f * dist, 0, 1));
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}
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private enum PendingScrollOperation
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{
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None,
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Standard,
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Immediate,
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}
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/// <summary>
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/// A carousel item strictly used for binary search purposes.
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/// </summary>
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@ -889,7 +901,7 @@ namespace osu.Game.Screens.Select
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}
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}
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private class CarouselScrollContainer : OsuScrollContainer
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protected class CarouselScrollContainer : OsuScrollContainer<DrawableCarouselItem>
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{
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private bool rightMouseScrollBlocked;
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@ -898,6 +910,12 @@ namespace osu.Game.Screens.Select
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/// </summary>
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public bool UserScrolling { get; private set; }
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public CarouselScrollContainer()
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{
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// size is determined by the carousel itself, due to not all content necessarily being loaded.
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ScrollContent.AutoSizeAxes = Axes.None;
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}
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// ReSharper disable once OptionalParameterHierarchyMismatch 2020.3 EAP4 bug. (https://youtrack.jetbrains.com/issue/RSRP-481535?p=RIDER-51910)
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protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = default)
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{
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@ -10,6 +10,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Collections;
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using osu.Game.Graphics.UserInterface;
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@ -60,6 +61,25 @@ namespace osu.Game.Screens.Select.Carousel
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viewDetails = beatmapOverlay.FetchAndShowBeatmapSet;
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}
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protected override void Update()
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{
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base.Update();
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// position updates should not occur if the item is filtered away.
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// this avoids panels flying across the screen only to be eventually off-screen or faded out.
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if (!Item.Visible)
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return;
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float targetY = Item.CarouselYPosition;
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if (Precision.AlmostEquals(targetY, Y))
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Y = targetY;
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else
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// algorithm for this is taken from ScrollContainer.
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// while it doesn't necessarily need to match 1:1, as we are emulating scroll in some cases this feels most correct.
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Y = (float)Interpolation.Lerp(targetY, Y, Math.Exp(-0.01 * Time.Elapsed));
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}
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protected override void UpdateItem()
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{
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base.UpdateItem();
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