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Merge pull request #31764 from peppy/beatmap-carousel-v2-grouping
Add group support to beatmap carousel v2
This commit is contained in:
commit
6e59cab928
@ -21,6 +21,7 @@ using osu.Game.Screens.SelectV2;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Resources;
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using osuTK.Graphics;
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using osuTK.Input;
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using BeatmapCarousel = osu.Game.Screens.SelectV2.BeatmapCarousel;
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namespace osu.Game.Tests.Visual.SongSelect
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@ -53,7 +54,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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}
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[SetUpSteps]
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public void SetUpSteps()
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public virtual void SetUpSteps()
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{
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RemoveAllBeatmaps();
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@ -129,12 +130,59 @@ namespace osu.Game.Tests.Visual.SongSelect
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});
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}
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protected void SortBy(FilterCriteria criteria) => AddStep($"sort by {criteria.Sort}", () => Carousel.Filter(criteria));
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protected void SortBy(FilterCriteria criteria) => AddStep($"sort {criteria.Sort} group {criteria.Group}", () => Carousel.Filter(criteria));
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protected void WaitForDrawablePanels() => AddUntilStep("drawable panels loaded", () => Carousel.ChildrenOfType<ICarouselPanel>().Count(), () => Is.GreaterThan(0));
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protected void WaitForSorting() => AddUntilStep("sorting finished", () => Carousel.IsFiltering, () => Is.False);
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protected void WaitForScrolling() => AddUntilStep("scroll finished", () => Scroll.Current, () => Is.EqualTo(Scroll.Target));
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protected void SelectNextPanel() => AddStep("select next panel", () => InputManager.Key(Key.Down));
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protected void SelectPrevPanel() => AddStep("select prev panel", () => InputManager.Key(Key.Up));
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protected void SelectNextGroup() => AddStep("select next group", () => InputManager.Key(Key.Right));
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protected void SelectPrevGroup() => AddStep("select prev group", () => InputManager.Key(Key.Left));
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protected void Select() => AddStep("select", () => InputManager.Key(Key.Enter));
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protected void CheckNoSelection() => AddAssert("has no selection", () => Carousel.CurrentSelection, () => Is.Null);
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protected void CheckHasSelection() => AddAssert("has selection", () => Carousel.CurrentSelection, () => Is.Not.Null);
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protected void WaitForGroupSelection(int group, int panel)
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{
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AddUntilStep($"selected is group{group} panel{panel}", () =>
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{
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var groupingFilter = Carousel.Filters.OfType<BeatmapCarouselFilterGrouping>().Single();
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GroupDefinition g = groupingFilter.GroupItems.Keys.ElementAt(group);
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CarouselItem item = groupingFilter.GroupItems[g].ElementAt(panel);
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return ReferenceEquals(Carousel.CurrentSelection, item.Model);
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});
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}
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protected void WaitForSelection(int set, int? diff = null)
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{
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AddUntilStep($"selected is set{set}{(diff.HasValue ? $" diff{diff.Value}" : "")}", () =>
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{
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if (diff != null)
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return ReferenceEquals(Carousel.CurrentSelection, BeatmapSets[set].Beatmaps[diff.Value]);
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return BeatmapSets[set].Beatmaps.Contains(Carousel.CurrentSelection);
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});
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}
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protected void ClickVisiblePanel<T>(int index)
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where T : Drawable
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{
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AddStep($"click panel at index {index}", () =>
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{
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Carousel.ChildrenOfType<T>()
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.Where(p => ((ICarouselPanel)p).Item?.IsVisible == true)
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.Reverse()
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.ElementAt(index)
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.TriggerClick();
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});
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}
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/// <summary>
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/// Add requested beatmap sets count to list.
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/// </summary>
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@ -32,6 +32,13 @@ namespace osu.Game.Tests.Visual.SongSelect
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RemoveAllBeatmaps();
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}
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[Test]
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public void TestOffScreenLoading()
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{
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AddStep("disable masking", () => Scroll.Masking = false);
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AddStep("enable masking", () => Scroll.Masking = true);
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}
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[Test]
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public void TestAddRemoveOneByOne()
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{
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@ -43,7 +50,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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public void TestSorting()
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{
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AddBeatmaps(10);
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SortBy(new FilterCriteria { Sort = SortMode.Difficulty });
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SortBy(new FilterCriteria { Group = GroupMode.Difficulty, Sort = SortMode.Difficulty });
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SortBy(new FilterCriteria { Sort = SortMode.Artist });
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}
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@ -0,0 +1,135 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Filter;
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using osu.Game.Screens.SelectV2;
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namespace osu.Game.Tests.Visual.SongSelect
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{
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[TestFixture]
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public partial class TestSceneBeatmapCarouselV2GroupSelection : BeatmapCarouselV2TestScene
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{
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public override void SetUpSteps()
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{
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RemoveAllBeatmaps();
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CreateCarousel();
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SortBy(new FilterCriteria { Group = GroupMode.Difficulty, Sort = SortMode.Difficulty });
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}
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[Test]
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public void TestOpenCloseGroupWithNoSelection()
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{
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AddBeatmaps(10, 5);
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WaitForDrawablePanels();
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AddAssert("no beatmaps visible", () => Carousel.ChildrenOfType<BeatmapPanel>().Count(p => p.Alpha > 0), () => Is.Zero);
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CheckNoSelection();
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ClickVisiblePanel<GroupPanel>(0);
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AddUntilStep("some beatmaps visible", () => Carousel.ChildrenOfType<BeatmapPanel>().Count(p => p.Alpha > 0), () => Is.GreaterThan(0));
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CheckNoSelection();
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ClickVisiblePanel<GroupPanel>(0);
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AddUntilStep("no beatmaps visible", () => Carousel.ChildrenOfType<BeatmapPanel>().Count(p => p.Alpha > 0), () => Is.Zero);
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CheckNoSelection();
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}
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[Test]
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public void TestCarouselRemembersSelection()
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{
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AddBeatmaps(10);
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WaitForDrawablePanels();
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SelectNextGroup();
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object? selection = null;
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AddStep("store drawable selection", () => selection = getSelectedPanel()?.Item?.Model);
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CheckHasSelection();
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AddAssert("drawable selection non-null", () => selection, () => Is.Not.Null);
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AddAssert("drawable selection matches carousel selection", () => selection, () => Is.EqualTo(Carousel.CurrentSelection));
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RemoveAllBeatmaps();
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AddUntilStep("no drawable selection", getSelectedPanel, () => Is.Null);
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AddBeatmaps(10);
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WaitForDrawablePanels();
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CheckHasSelection();
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AddAssert("no drawable selection", getSelectedPanel, () => Is.Null);
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AddStep("add previous selection", () => BeatmapSets.Add(((BeatmapInfo)selection!).BeatmapSet!));
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AddAssert("selection matches original carousel selection", () => selection, () => Is.EqualTo(Carousel.CurrentSelection));
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AddUntilStep("drawable selection restored", () => getSelectedPanel()?.Item?.Model, () => Is.EqualTo(selection));
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AddAssert("carousel item is visible", () => getSelectedPanel()?.Item?.IsVisible, () => Is.True);
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ClickVisiblePanel<GroupPanel>(0);
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AddUntilStep("carousel item not visible", getSelectedPanel, () => Is.Null);
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ClickVisiblePanel<GroupPanel>(0);
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AddUntilStep("carousel item is visible", () => getSelectedPanel()?.Item?.IsVisible, () => Is.True);
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BeatmapPanel? getSelectedPanel() => Carousel.ChildrenOfType<BeatmapPanel>().SingleOrDefault(p => p.Selected.Value);
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}
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[Test]
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public void TestGroupSelectionOnHeader()
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{
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AddBeatmaps(10, 3);
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WaitForDrawablePanels();
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SelectNextGroup();
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WaitForGroupSelection(0, 0);
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SelectPrevPanel();
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SelectPrevGroup();
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WaitForGroupSelection(2, 9);
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}
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[Test]
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public void TestKeyboardSelection()
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{
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AddBeatmaps(10, 3);
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WaitForDrawablePanels();
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SelectNextPanel();
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SelectNextPanel();
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SelectNextPanel();
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SelectNextPanel();
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CheckNoSelection();
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// open first group
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Select();
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CheckNoSelection();
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AddUntilStep("some beatmaps visible", () => Carousel.ChildrenOfType<BeatmapPanel>().Count(p => p.Alpha > 0), () => Is.GreaterThan(0));
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SelectNextPanel();
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Select();
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WaitForGroupSelection(0, 0);
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SelectNextGroup();
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WaitForGroupSelection(0, 1);
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SelectNextGroup();
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WaitForGroupSelection(0, 2);
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SelectPrevGroup();
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WaitForGroupSelection(0, 1);
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SelectPrevGroup();
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WaitForGroupSelection(0, 0);
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SelectPrevGroup();
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WaitForGroupSelection(2, 9);
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}
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}
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}
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@ -22,10 +22,10 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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AddBeatmaps(10);
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WaitForDrawablePanels();
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checkNoSelection();
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CheckNoSelection();
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select();
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checkNoSelection();
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Select();
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CheckNoSelection();
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AddStep("press down arrow", () => InputManager.PressKey(Key.Down));
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checkSelectionIterating(false);
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@ -39,8 +39,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddStep("release up arrow", () => InputManager.ReleaseKey(Key.Up));
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checkSelectionIterating(false);
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select();
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checkHasSelection();
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Select();
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CheckHasSelection();
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}
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/// <summary>
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@ -52,7 +52,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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AddBeatmaps(10);
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WaitForDrawablePanels();
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checkNoSelection();
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CheckNoSelection();
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AddStep("press right arrow", () => InputManager.PressKey(Key.Right));
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checkSelectionIterating(true);
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@ -73,13 +73,13 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddBeatmaps(10);
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WaitForDrawablePanels();
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selectNextGroup();
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SelectNextGroup();
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object? selection = null;
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AddStep("store drawable selection", () => selection = getSelectedPanel()?.Item?.Model);
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checkHasSelection();
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CheckHasSelection();
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AddAssert("drawable selection non-null", () => selection, () => Is.Not.Null);
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AddAssert("drawable selection matches carousel selection", () => selection, () => Is.EqualTo(Carousel.CurrentSelection));
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@ -89,13 +89,14 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddBeatmaps(10);
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WaitForDrawablePanels();
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checkHasSelection();
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CheckHasSelection();
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AddAssert("no drawable selection", getSelectedPanel, () => Is.Null);
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AddStep("add previous selection", () => BeatmapSets.Add(((BeatmapInfo)selection!).BeatmapSet!));
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AddAssert("selection matches original carousel selection", () => selection, () => Is.EqualTo(Carousel.CurrentSelection));
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AddUntilStep("drawable selection restored", () => getSelectedPanel()?.Item?.Model, () => Is.EqualTo(selection));
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AddAssert("drawable selection matches carousel selection", () => selection, () => Is.EqualTo(Carousel.CurrentSelection));
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AddAssert("carousel item is visible", () => getSelectedPanel()?.Item?.IsVisible, () => Is.True);
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BeatmapPanel? getSelectedPanel() => Carousel.ChildrenOfType<BeatmapPanel>().SingleOrDefault(p => p.Selected.Value);
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}
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@ -108,10 +109,10 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddBeatmaps(total_set_count);
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WaitForDrawablePanels();
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selectNextGroup();
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waitForSelection(0, 0);
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selectPrevGroup();
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waitForSelection(total_set_count - 1, 0);
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SelectNextGroup();
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WaitForSelection(0, 0);
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SelectPrevGroup();
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WaitForSelection(total_set_count - 1, 0);
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}
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[Test]
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@ -122,10 +123,25 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddBeatmaps(total_set_count);
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WaitForDrawablePanels();
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selectPrevGroup();
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waitForSelection(total_set_count - 1, 0);
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selectNextGroup();
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waitForSelection(0, 0);
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SelectPrevGroup();
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WaitForSelection(total_set_count - 1, 0);
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SelectNextGroup();
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WaitForSelection(0, 0);
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}
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[Test]
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public void TestGroupSelectionOnHeader()
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{
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AddBeatmaps(10, 3);
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WaitForDrawablePanels();
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SelectNextGroup();
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SelectNextGroup();
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WaitForSelection(1, 0);
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SelectPrevPanel();
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SelectPrevGroup();
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WaitForSelection(0, 0);
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}
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[Test]
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@ -134,71 +150,50 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddBeatmaps(10, 3);
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WaitForDrawablePanels();
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selectNextPanel();
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selectNextPanel();
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selectNextPanel();
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selectNextPanel();
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checkNoSelection();
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SelectNextPanel();
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SelectNextPanel();
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SelectNextPanel();
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SelectNextPanel();
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CheckNoSelection();
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select();
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waitForSelection(3, 0);
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Select();
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WaitForSelection(3, 0);
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selectNextPanel();
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waitForSelection(3, 0);
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SelectNextPanel();
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WaitForSelection(3, 0);
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select();
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waitForSelection(3, 1);
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Select();
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WaitForSelection(3, 1);
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selectNextPanel();
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waitForSelection(3, 1);
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SelectNextPanel();
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WaitForSelection(3, 1);
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select();
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waitForSelection(3, 2);
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Select();
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WaitForSelection(3, 2);
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selectNextPanel();
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waitForSelection(3, 2);
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SelectNextPanel();
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WaitForSelection(3, 2);
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select();
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waitForSelection(4, 0);
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Select();
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WaitForSelection(4, 0);
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}
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[Test]
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public void TestEmptyTraversal()
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{
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selectNextPanel();
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checkNoSelection();
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SelectNextPanel();
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CheckNoSelection();
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selectNextGroup();
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checkNoSelection();
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SelectNextGroup();
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CheckNoSelection();
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selectPrevPanel();
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checkNoSelection();
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SelectPrevPanel();
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CheckNoSelection();
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selectPrevGroup();
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checkNoSelection();
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SelectPrevGroup();
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CheckNoSelection();
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}
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private void waitForSelection(int set, int? diff = null)
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{
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AddUntilStep($"selected is set{set}{(diff.HasValue ? $" diff{diff.Value}" : "")}", () =>
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{
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if (diff != null)
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return ReferenceEquals(Carousel.CurrentSelection, BeatmapSets[set].Beatmaps[diff.Value]);
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return BeatmapSets[set].Beatmaps.Contains(Carousel.CurrentSelection);
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});
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}
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private void selectNextPanel() => AddStep("select next panel", () => InputManager.Key(Key.Down));
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private void selectPrevPanel() => AddStep("select prev panel", () => InputManager.Key(Key.Up));
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private void selectNextGroup() => AddStep("select next group", () => InputManager.Key(Key.Right));
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private void selectPrevGroup() => AddStep("select prev group", () => InputManager.Key(Key.Left));
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private void select() => AddStep("select", () => InputManager.Key(Key.Enter));
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private void checkNoSelection() => AddAssert("has no selection", () => Carousel.CurrentSelection, () => Is.Null);
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private void checkHasSelection() => AddAssert("has selection", () => Carousel.CurrentSelection, () => Is.Not.Null);
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private void checkSelectionIterating(bool isIterating)
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{
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object? selection = null;
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|
@ -92,34 +92,102 @@ namespace osu.Game.Screens.SelectV2
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#region Selection handling
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protected override void HandleItemSelected(object? model)
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private GroupDefinition? lastSelectedGroup;
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private BeatmapInfo? lastSelectedBeatmap;
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protected override bool HandleItemSelected(object? model)
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{
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base.HandleItemSelected(model);
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// Selecting a set isn't valid – let's re-select the first difficulty.
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if (model is BeatmapSetInfo setInfo)
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switch (model)
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{
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CurrentSelection = setInfo.Beatmaps.First();
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return;
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case GroupDefinition group:
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// Special case – collapsing an open group.
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if (lastSelectedGroup == group)
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{
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setVisibilityOfGroupItems(lastSelectedGroup, false);
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lastSelectedGroup = null;
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return false;
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}
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setVisibleGroup(group);
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return false;
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case BeatmapSetInfo setInfo:
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// Selecting a set isn't valid – let's re-select the first difficulty.
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CurrentSelection = setInfo.Beatmaps.First();
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return false;
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|
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case BeatmapInfo beatmapInfo:
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// If we have groups, we need to account for them.
|
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if (Criteria.SplitOutDifficulties)
|
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{
|
||||
// Find the containing group. There should never be too many groups so iterating is efficient enough.
|
||||
GroupDefinition? group = grouping.GroupItems.SingleOrDefault(kvp => kvp.Value.Any(i => ReferenceEquals(i.Model, beatmapInfo))).Key;
|
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|
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if (group != null)
|
||||
setVisibleGroup(group);
|
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}
|
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else
|
||||
{
|
||||
setVisibleSet(beatmapInfo);
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}
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||||
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return true;
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}
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|
||||
if (model is BeatmapInfo beatmapInfo)
|
||||
setVisibilityOfSetItems(beatmapInfo.BeatmapSet!, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void HandleItemDeselected(object? model)
|
||||
protected override bool CheckValidForGroupSelection(CarouselItem item)
|
||||
{
|
||||
base.HandleItemDeselected(model);
|
||||
switch (item.Model)
|
||||
{
|
||||
case BeatmapSetInfo:
|
||||
return true;
|
||||
|
||||
if (model is BeatmapInfo beatmapInfo)
|
||||
setVisibilityOfSetItems(beatmapInfo.BeatmapSet!, false);
|
||||
case BeatmapInfo:
|
||||
return Criteria.SplitOutDifficulties;
|
||||
|
||||
case GroupDefinition:
|
||||
return false;
|
||||
|
||||
default:
|
||||
throw new ArgumentException($"Unsupported model type {item.Model}");
|
||||
}
|
||||
}
|
||||
|
||||
private void setVisibleGroup(GroupDefinition group)
|
||||
{
|
||||
if (lastSelectedGroup != null)
|
||||
setVisibilityOfGroupItems(lastSelectedGroup, false);
|
||||
lastSelectedGroup = group;
|
||||
setVisibilityOfGroupItems(group, true);
|
||||
}
|
||||
|
||||
private void setVisibilityOfGroupItems(GroupDefinition group, bool visible)
|
||||
{
|
||||
if (grouping.GroupItems.TryGetValue(group, out var items))
|
||||
{
|
||||
foreach (var i in items)
|
||||
i.IsVisible = visible;
|
||||
}
|
||||
}
|
||||
|
||||
private void setVisibleSet(BeatmapInfo beatmapInfo)
|
||||
{
|
||||
if (lastSelectedBeatmap != null)
|
||||
setVisibilityOfSetItems(lastSelectedBeatmap.BeatmapSet!, false);
|
||||
lastSelectedBeatmap = beatmapInfo;
|
||||
setVisibilityOfSetItems(beatmapInfo.BeatmapSet!, true);
|
||||
}
|
||||
|
||||
private void setVisibilityOfSetItems(BeatmapSetInfo set, bool visible)
|
||||
{
|
||||
if (grouping.SetItems.TryGetValue(set, out var group))
|
||||
if (grouping.SetItems.TryGetValue(set, out var items))
|
||||
{
|
||||
foreach (var i in group)
|
||||
foreach (var i in items)
|
||||
i.IsVisible = visible;
|
||||
}
|
||||
}
|
||||
@ -143,9 +211,11 @@ namespace osu.Game.Screens.SelectV2
|
||||
|
||||
private readonly DrawablePool<BeatmapPanel> beatmapPanelPool = new DrawablePool<BeatmapPanel>(100);
|
||||
private readonly DrawablePool<BeatmapSetPanel> setPanelPool = new DrawablePool<BeatmapSetPanel>(100);
|
||||
private readonly DrawablePool<GroupPanel> groupPanelPool = new DrawablePool<GroupPanel>(100);
|
||||
|
||||
private void setupPools()
|
||||
{
|
||||
AddInternal(groupPanelPool);
|
||||
AddInternal(beatmapPanelPool);
|
||||
AddInternal(setPanelPool);
|
||||
}
|
||||
@ -154,7 +224,12 @@ namespace osu.Game.Screens.SelectV2
|
||||
{
|
||||
switch (item.Model)
|
||||
{
|
||||
case GroupDefinition:
|
||||
return groupPanelPool.Get();
|
||||
|
||||
case BeatmapInfo:
|
||||
// TODO: if beatmap is a group selection target, it needs to be a different drawable
|
||||
// with more information attached.
|
||||
return beatmapPanelPool.Get();
|
||||
|
||||
case BeatmapSetInfo:
|
||||
@ -166,4 +241,6 @@ namespace osu.Game.Screens.SelectV2
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
public record GroupDefinition(string Title);
|
||||
}
|
||||
|
@ -8,6 +8,7 @@ using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Screens.Select;
|
||||
using osu.Game.Screens.Select.Filter;
|
||||
|
||||
namespace osu.Game.Screens.SelectV2
|
||||
{
|
||||
@ -18,7 +19,13 @@ namespace osu.Game.Screens.SelectV2
|
||||
/// </summary>
|
||||
public IDictionary<BeatmapSetInfo, HashSet<CarouselItem>> SetItems => setItems;
|
||||
|
||||
/// <summary>
|
||||
/// Groups contain children which are group-selectable. This dictionary holds the relationships between groups-panels to allow expanding them on selection.
|
||||
/// </summary>
|
||||
public IDictionary<GroupDefinition, HashSet<CarouselItem>> GroupItems => groupItems;
|
||||
|
||||
private readonly Dictionary<BeatmapSetInfo, HashSet<CarouselItem>> setItems = new Dictionary<BeatmapSetInfo, HashSet<CarouselItem>>();
|
||||
private readonly Dictionary<GroupDefinition, HashSet<CarouselItem>> groupItems = new Dictionary<GroupDefinition, HashSet<CarouselItem>>();
|
||||
|
||||
private readonly Func<FilterCriteria> getCriteria;
|
||||
|
||||
@ -29,50 +36,97 @@ namespace osu.Game.Screens.SelectV2
|
||||
|
||||
public async Task<IEnumerable<CarouselItem>> Run(IEnumerable<CarouselItem> items, CancellationToken cancellationToken) => await Task.Run(() =>
|
||||
{
|
||||
bool groupSetsTogether;
|
||||
|
||||
setItems.Clear();
|
||||
groupItems.Clear();
|
||||
|
||||
var criteria = getCriteria();
|
||||
|
||||
if (criteria.SplitOutDifficulties)
|
||||
{
|
||||
foreach (var item in items)
|
||||
{
|
||||
item.IsVisible = true;
|
||||
item.IsGroupSelectionTarget = true;
|
||||
}
|
||||
|
||||
return items;
|
||||
}
|
||||
|
||||
CarouselItem? lastItem = null;
|
||||
|
||||
var newItems = new List<CarouselItem>(items.Count());
|
||||
|
||||
foreach (var item in items)
|
||||
// Add criteria groups.
|
||||
switch (criteria.Group)
|
||||
{
|
||||
default:
|
||||
groupSetsTogether = true;
|
||||
newItems.AddRange(items);
|
||||
break;
|
||||
|
||||
case GroupMode.Difficulty:
|
||||
groupSetsTogether = false;
|
||||
int starGroup = int.MinValue;
|
||||
|
||||
foreach (var item in items)
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
|
||||
var b = (BeatmapInfo)item.Model;
|
||||
|
||||
if (b.StarRating > starGroup)
|
||||
{
|
||||
starGroup = (int)Math.Floor(b.StarRating);
|
||||
newItems.Add(new CarouselItem(new GroupDefinition($"{starGroup} - {++starGroup} *")) { DrawHeight = GroupPanel.HEIGHT });
|
||||
}
|
||||
|
||||
newItems.Add(item);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// Add set headers wherever required.
|
||||
CarouselItem? lastItem = null;
|
||||
|
||||
if (groupSetsTogether)
|
||||
{
|
||||
for (int i = 0; i < newItems.Count; i++)
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
|
||||
var item = newItems[i];
|
||||
|
||||
if (item.Model is BeatmapInfo beatmap)
|
||||
{
|
||||
bool newBeatmapSet = lastItem == null || (lastItem.Model is BeatmapInfo lastBeatmap && lastBeatmap.BeatmapSet!.ID != beatmap.BeatmapSet!.ID);
|
||||
|
||||
if (newBeatmapSet)
|
||||
{
|
||||
newItems.Insert(i, new CarouselItem(beatmap.BeatmapSet!) { DrawHeight = BeatmapSetPanel.HEIGHT });
|
||||
i++;
|
||||
}
|
||||
|
||||
if (!setItems.TryGetValue(beatmap.BeatmapSet!, out var related))
|
||||
setItems[beatmap.BeatmapSet!] = related = new HashSet<CarouselItem>();
|
||||
|
||||
related.Add(item);
|
||||
item.IsVisible = false;
|
||||
}
|
||||
|
||||
lastItem = item;
|
||||
}
|
||||
}
|
||||
|
||||
// Link group items to their headers.
|
||||
GroupDefinition? lastGroup = null;
|
||||
|
||||
foreach (var item in newItems)
|
||||
{
|
||||
cancellationToken.ThrowIfCancellationRequested();
|
||||
|
||||
if (item.Model is BeatmapInfo b)
|
||||
if (item.Model is GroupDefinition group)
|
||||
{
|
||||
// Add set header
|
||||
if (lastItem == null || (lastItem.Model is BeatmapInfo b2 && b2.BeatmapSet!.OnlineID != b.BeatmapSet!.OnlineID))
|
||||
{
|
||||
newItems.Add(new CarouselItem(b.BeatmapSet!)
|
||||
{
|
||||
DrawHeight = BeatmapSetPanel.HEIGHT,
|
||||
IsGroupSelectionTarget = true
|
||||
});
|
||||
}
|
||||
|
||||
if (!setItems.TryGetValue(b.BeatmapSet!, out var related))
|
||||
setItems[b.BeatmapSet!] = related = new HashSet<CarouselItem>();
|
||||
|
||||
related.Add(item);
|
||||
lastGroup = group;
|
||||
continue;
|
||||
}
|
||||
|
||||
newItems.Add(item);
|
||||
lastItem = item;
|
||||
if (lastGroup != null)
|
||||
{
|
||||
if (!groupItems.TryGetValue(lastGroup, out var groupRelated))
|
||||
groupItems[lastGroup] = groupRelated = new HashSet<CarouselItem>();
|
||||
groupRelated.Add(item);
|
||||
|
||||
item.IsGroupSelectionTarget = false;
|
||||
item.IsVisible = false;
|
||||
item.IsVisible = false;
|
||||
}
|
||||
}
|
||||
|
||||
return newItems;
|
||||
|
@ -67,7 +67,6 @@ namespace osu.Game.Screens.SelectV2
|
||||
base.PrepareForUse();
|
||||
|
||||
Debug.Assert(Item != null);
|
||||
Debug.Assert(Item.IsGroupSelectionTarget);
|
||||
|
||||
var beatmapSetInfo = (BeatmapSetInfo)Item.Model;
|
||||
|
||||
|
@ -8,6 +8,7 @@ using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Caching;
|
||||
using osu.Framework.Extensions.TypeExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
@ -130,7 +131,7 @@ namespace osu.Game.Screens.SelectV2
|
||||
///
|
||||
/// A filter may add, mutate or remove items.
|
||||
/// </remarks>
|
||||
protected IEnumerable<ICarouselFilter> Filters { get; init; } = Enumerable.Empty<ICarouselFilter>();
|
||||
public IEnumerable<ICarouselFilter> Filters { get; init; } = Enumerable.Empty<ICarouselFilter>();
|
||||
|
||||
/// <summary>
|
||||
/// All items which are to be considered for display in this carousel.
|
||||
@ -167,12 +168,18 @@ namespace osu.Game.Screens.SelectV2
|
||||
protected Drawable? GetMaterialisedDrawableForItem(CarouselItem 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.
|
||||
/// </summary>
|
||||
/// <param name="item">The candidate item.</param>
|
||||
/// <returns>Whether the provided item is a valid group target. If <c>false</c>, more panels will be checked in the user's requested direction until a valid target is found.</returns>
|
||||
protected virtual bool CheckValidForGroupSelection(CarouselItem item) => true;
|
||||
|
||||
/// <summary>
|
||||
/// Called when an item is "selected".
|
||||
/// </summary>
|
||||
protected virtual void HandleItemSelected(object? model)
|
||||
{
|
||||
}
|
||||
/// <returns>Whether the item should be selected.</returns>
|
||||
protected virtual bool HandleItemSelected(object? model) => true;
|
||||
|
||||
/// <summary>
|
||||
/// Called when an item is "deselected".
|
||||
@ -205,7 +212,6 @@ namespace osu.Game.Screens.SelectV2
|
||||
InternalChild = scroll = new CarouselScrollContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = false,
|
||||
};
|
||||
|
||||
Items.BindCollectionChanged((_, _) => FilterAsync());
|
||||
@ -303,19 +309,19 @@ namespace osu.Game.Screens.SelectV2
|
||||
return true;
|
||||
|
||||
case GlobalAction.SelectNext:
|
||||
selectNext(1, isGroupSelection: false);
|
||||
return true;
|
||||
|
||||
case GlobalAction.SelectNextGroup:
|
||||
selectNext(1, isGroupSelection: true);
|
||||
traverseKeyboardSelection(1);
|
||||
return true;
|
||||
|
||||
case GlobalAction.SelectPrevious:
|
||||
selectNext(-1, isGroupSelection: false);
|
||||
traverseKeyboardSelection(-1);
|
||||
return true;
|
||||
|
||||
case GlobalAction.SelectNextGroup:
|
||||
traverseGroupSelection(1);
|
||||
return true;
|
||||
|
||||
case GlobalAction.SelectPreviousGroup:
|
||||
selectNext(-1, isGroupSelection: true);
|
||||
traverseGroupSelection(-1);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -326,91 +332,99 @@ namespace osu.Game.Screens.SelectV2
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Select the next valid selection relative to a current selection.
|
||||
/// This is generally for keyboard based traversal.
|
||||
/// </summary>
|
||||
/// <param name="direction">Positive for downwards, negative for upwards.</param>
|
||||
/// <param name="isGroupSelection">Whether the selection should traverse groups. Group selection updates the actual selection immediately, while non-group selection will only prepare a future keyboard selection.</param>
|
||||
/// <returns>Whether selection was possible.</returns>
|
||||
private bool selectNext(int direction, bool isGroupSelection)
|
||||
private void traverseKeyboardSelection(int direction)
|
||||
{
|
||||
// Ensure sanity
|
||||
Debug.Assert(direction != 0);
|
||||
direction = direction > 0 ? 1 : -1;
|
||||
if (carouselItems == null || carouselItems.Count == 0) return;
|
||||
|
||||
if (carouselItems == null || carouselItems.Count == 0)
|
||||
return false;
|
||||
int originalIndex;
|
||||
|
||||
// If the user has a different keyboard selection and requests
|
||||
// group selection, first transfer the keyboard selection to actual selection.
|
||||
if (isGroupSelection && currentSelection.CarouselItem != currentKeyboardSelection.CarouselItem)
|
||||
{
|
||||
TryActivateSelection();
|
||||
return true;
|
||||
}
|
||||
if (currentKeyboardSelection.Index != null)
|
||||
originalIndex = currentKeyboardSelection.Index.Value;
|
||||
else if (direction > 0)
|
||||
originalIndex = carouselItems.Count - 1;
|
||||
else
|
||||
originalIndex = 0;
|
||||
|
||||
CarouselItem? selectionItem = currentKeyboardSelection.CarouselItem;
|
||||
int selectionIndex = currentKeyboardSelection.Index ?? -1;
|
||||
|
||||
// To keep things simple, let's first handle the cases where there's no selection yet.
|
||||
if (selectionItem == null || selectionIndex < 0)
|
||||
{
|
||||
// Start by selecting the first item.
|
||||
selectionItem = carouselItems.First();
|
||||
selectionIndex = 0;
|
||||
|
||||
// In the forwards case, immediately attempt selection of this panel.
|
||||
// If selection fails, continue with standard logic to find the next valid selection.
|
||||
if (direction > 0 && attemptSelection(selectionItem))
|
||||
return true;
|
||||
|
||||
// In the backwards direction we can just allow the selection logic to go ahead and loop around to the last valid.
|
||||
}
|
||||
|
||||
Debug.Assert(selectionItem != null);
|
||||
|
||||
// As a second special case, if we're group selecting backwards and the current selection isn't a group,
|
||||
// make sure to go back to the group header this item belongs to, so that the block below doesn't find it and stop too early.
|
||||
if (isGroupSelection && direction < 0)
|
||||
{
|
||||
while (!carouselItems[selectionIndex].IsGroupSelectionTarget)
|
||||
selectionIndex--;
|
||||
}
|
||||
|
||||
CarouselItem? newItem;
|
||||
int newIndex = originalIndex;
|
||||
|
||||
// Iterate over every item back to the current selection, finding the first valid item.
|
||||
// The fail condition is when we reach the selection after a cyclic loop over every item.
|
||||
do
|
||||
{
|
||||
selectionIndex += direction;
|
||||
newItem = carouselItems[(selectionIndex + carouselItems.Count) % carouselItems.Count];
|
||||
newIndex = (newIndex + direction + carouselItems.Count) % carouselItems.Count;
|
||||
var newItem = carouselItems[newIndex];
|
||||
|
||||
if (attemptSelection(newItem))
|
||||
return true;
|
||||
} while (newItem != selectionItem);
|
||||
if (newItem.IsVisible)
|
||||
{
|
||||
setKeyboardSelection(newItem.Model);
|
||||
return;
|
||||
}
|
||||
} while (newIndex != originalIndex);
|
||||
}
|
||||
|
||||
return false;
|
||||
/// <summary>
|
||||
/// Select the next valid selection relative to a current selection.
|
||||
/// This is generally for keyboard based traversal.
|
||||
/// </summary>
|
||||
/// <param name="direction">Positive for downwards, negative for upwards.</param>
|
||||
/// <returns>Whether selection was possible.</returns>
|
||||
private void traverseGroupSelection(int direction)
|
||||
{
|
||||
if (carouselItems == null || carouselItems.Count == 0) return;
|
||||
|
||||
bool attemptSelection(CarouselItem item)
|
||||
// If the user has a different keyboard selection and requests
|
||||
// group selection, first transfer the keyboard selection to actual selection.
|
||||
if (currentSelection.CarouselItem != currentKeyboardSelection.CarouselItem)
|
||||
{
|
||||
if (!item.IsVisible || (isGroupSelection && !item.IsGroupSelectionTarget))
|
||||
return false;
|
||||
TryActivateSelection();
|
||||
|
||||
if (isGroupSelection)
|
||||
setSelection(item.Model);
|
||||
else
|
||||
setKeyboardSelection(item.Model);
|
||||
|
||||
return true;
|
||||
// There's a chance this couldn't resolve, at which point continue with standard traversal.
|
||||
if (currentSelection.CarouselItem == currentKeyboardSelection.CarouselItem)
|
||||
return;
|
||||
}
|
||||
|
||||
int originalIndex;
|
||||
int newIndex;
|
||||
|
||||
if (currentSelection.Index == null)
|
||||
{
|
||||
// If there's no current selection, start from either end of the full list.
|
||||
newIndex = originalIndex = direction > 0 ? carouselItems.Count - 1 : 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
newIndex = originalIndex = currentSelection.Index.Value;
|
||||
|
||||
// As a second special case, if we're group selecting backwards and the current selection isn't a group,
|
||||
// make sure to go back to the group header this item belongs to, so that the block below doesn't find it and stop too early.
|
||||
if (direction < 0)
|
||||
{
|
||||
while (!CheckValidForGroupSelection(carouselItems[newIndex]))
|
||||
newIndex--;
|
||||
}
|
||||
}
|
||||
|
||||
// Iterate over every item back to the current selection, finding the first valid item.
|
||||
// The fail condition is when we reach the selection after a cyclic loop over every item.
|
||||
do
|
||||
{
|
||||
newIndex = (newIndex + direction + carouselItems.Count) % carouselItems.Count;
|
||||
var newItem = carouselItems[newIndex];
|
||||
|
||||
if (CheckValidForGroupSelection(newItem))
|
||||
{
|
||||
setSelection(newItem.Model);
|
||||
return;
|
||||
}
|
||||
} while (newIndex != originalIndex);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Selection handling
|
||||
|
||||
private readonly Cached selectionValid = new Cached();
|
||||
|
||||
private Selection currentKeyboardSelection = new Selection();
|
||||
private Selection currentSelection = new Selection();
|
||||
|
||||
@ -419,29 +433,22 @@ namespace osu.Game.Screens.SelectV2
|
||||
if (currentSelection.Model == model)
|
||||
return;
|
||||
|
||||
var previousSelection = currentSelection;
|
||||
if (HandleItemSelected(model))
|
||||
{
|
||||
if (currentSelection.Model != null)
|
||||
HandleItemDeselected(currentSelection.Model);
|
||||
|
||||
if (previousSelection.Model != null)
|
||||
HandleItemDeselected(previousSelection.Model);
|
||||
currentKeyboardSelection = new Selection(model);
|
||||
currentSelection = currentKeyboardSelection;
|
||||
}
|
||||
|
||||
currentSelection = currentKeyboardSelection = new Selection(model);
|
||||
HandleItemSelected(currentSelection.Model);
|
||||
|
||||
// `HandleItemSelected` can alter `CurrentSelection`, which will recursively call `setSelection()` again.
|
||||
// if that happens, the rest of this method should be a no-op.
|
||||
if (currentSelection.Model != model)
|
||||
return;
|
||||
|
||||
refreshAfterSelection();
|
||||
scrollToSelection();
|
||||
selectionValid.Invalidate();
|
||||
}
|
||||
|
||||
private void setKeyboardSelection(object? model)
|
||||
{
|
||||
currentKeyboardSelection = new Selection(model);
|
||||
|
||||
refreshAfterSelection();
|
||||
scrollToSelection();
|
||||
selectionValid.Invalidate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -526,6 +533,13 @@ namespace osu.Game.Screens.SelectV2
|
||||
if (carouselItems == null)
|
||||
return;
|
||||
|
||||
if (!selectionValid.IsValid)
|
||||
{
|
||||
refreshAfterSelection();
|
||||
scrollToSelection();
|
||||
selectionValid.Validate();
|
||||
}
|
||||
|
||||
var range = getDisplayRange();
|
||||
|
||||
if (range != displayedRange)
|
||||
|
@ -29,11 +29,6 @@ namespace osu.Game.Screens.SelectV2
|
||||
/// </summary>
|
||||
public float DrawHeight { get; set; } = DEFAULT_HEIGHT;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this item should be a valid target for user group selection hotkeys.
|
||||
/// </summary>
|
||||
public bool IsGroupSelectionTarget { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether this item is visible or collapsed (hidden).
|
||||
/// </summary>
|
||||
|
112
osu.Game/Screens/SelectV2/GroupPanel.cs
Normal file
112
osu.Game/Screens/SelectV2/GroupPanel.cs
Normal file
@ -0,0 +1,112 @@
|
||||
// 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.
|
||||
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Pooling;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Screens.SelectV2
|
||||
{
|
||||
public partial class GroupPanel : PoolableDrawable, ICarouselPanel
|
||||
{
|
||||
public const float HEIGHT = CarouselItem.DEFAULT_HEIGHT * 2;
|
||||
|
||||
[Resolved]
|
||||
private BeatmapCarousel carousel { get; set; } = null!;
|
||||
|
||||
private Box activationFlash = null!;
|
||||
private OsuSpriteText text = null!;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
Size = new Vector2(500, HEIGHT);
|
||||
Masking = true;
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
Colour = Color4.DarkBlue.Darken(5),
|
||||
Alpha = 0.8f,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
activationFlash = new Box
|
||||
{
|
||||
Colour = Color4.White,
|
||||
Blending = BlendingParameters.Additive,
|
||||
Alpha = 0,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
text = new OsuSpriteText
|
||||
{
|
||||
Padding = new MarginPadding(5),
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.CentreLeft,
|
||||
}
|
||||
};
|
||||
|
||||
Selected.BindValueChanged(value =>
|
||||
{
|
||||
activationFlash.FadeTo(value.NewValue ? 0.2f : 0, 500, Easing.OutQuint);
|
||||
});
|
||||
|
||||
KeyboardSelected.BindValueChanged(value =>
|
||||
{
|
||||
if (value.NewValue)
|
||||
{
|
||||
BorderThickness = 5;
|
||||
BorderColour = Color4.Pink;
|
||||
}
|
||||
else
|
||||
{
|
||||
BorderThickness = 0;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
protected override void PrepareForUse()
|
||||
{
|
||||
base.PrepareForUse();
|
||||
|
||||
Debug.Assert(Item != null);
|
||||
|
||||
GroupDefinition group = (GroupDefinition)Item.Model;
|
||||
|
||||
text.Text = group.Title;
|
||||
|
||||
this.FadeInFromZero(500, Easing.OutQuint);
|
||||
}
|
||||
|
||||
protected override bool OnClick(ClickEvent e)
|
||||
{
|
||||
carousel.CurrentSelection = Item!.Model;
|
||||
return true;
|
||||
}
|
||||
|
||||
#region ICarouselPanel
|
||||
|
||||
public CarouselItem? Item { get; set; }
|
||||
public BindableBool Selected { get; } = new BindableBool();
|
||||
public BindableBool KeyboardSelected { get; } = new BindableBool();
|
||||
|
||||
public double DrawYPosition { get; set; }
|
||||
|
||||
public void Activated()
|
||||
{
|
||||
// sets should never be activated.
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user