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mirror of https://github.com/ppy/osu.git synced 2024-12-14 15:26:07 +08:00

Fix carousel scrolling being inoperable during beatmap import

This commit is contained in:
Dean Herbert 2020-03-13 11:51:26 +09:00
parent 8d0bcf4bbb
commit 5f8d180b5e

View File

@ -191,7 +191,9 @@ namespace osu.Game.Screens.Select
root.AddChild(newSet);
applyActiveCriteria(false);
// only reset scroll position if already near the scroll target.
// without this, during a large beatmap import it is impossible to navigate the carousel.
applyActiveCriteria(false, alwaysResetScrollPosition: false);
//check if we can/need to maintain our current selection.
if (previouslySelectedID != null)
@ -411,7 +413,7 @@ namespace osu.Game.Screens.Select
applyActiveCriteria(debounce);
}
private void applyActiveCriteria(bool debounce)
private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true)
{
if (root.Children.Any() != true) return;
@ -421,7 +423,9 @@ namespace osu.Game.Screens.Select
root.Filter(activeCriteria);
itemsCache.Invalidate();
scrollPositionCache.Invalidate();
if (alwaysResetScrollPosition || isAtScrollTarget)
ScrollToSelected();
}
PendingFilter?.Cancel();
@ -435,6 +439,9 @@ namespace osu.Game.Screens.Select
private float? scrollTarget;
/// <summary>
/// Scroll to the current <see cref="SelectedBeatmap"/>.
/// </summary>
public void ScrollToSelected() => scrollPositionCache.Invalidate();
protected override bool OnKeyDown(KeyDownEvent e)
@ -601,7 +608,7 @@ namespace osu.Game.Screens.Select
SelectionChanged?.Invoke(c.Beatmap);
itemsCache.Invalidate();
scrollPositionCache.Invalidate();
ScrollToSelected();
}
};
}
@ -688,6 +695,11 @@ namespace osu.Game.Screens.Select
itemsCache.Validate();
}
/// <summary>
/// Denotes whether the current scroll position is roughly at the scroll target (the current selection).
/// </summary>
private bool isAtScrollTarget => scrollTarget != null && Precision.AlmostEquals(scrollTarget.Value, scroll.Current, 150);
private bool firstScroll = true;
private void updateScrollPosition()