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Merge pull request #19399 from frenzibyte/carousel-order-stability

Maintain sort stability by using carousel item ID as a fallback
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Dean Herbert 2022-07-26 17:33:30 +09:00 committed by GitHub
commit 6ff44ed2c6
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4 changed files with 25 additions and 20 deletions

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@ -522,15 +522,15 @@ namespace osu.Game.Tests.Visual.SongSelect
{
var sets = new List<BeatmapSetInfo>();
for (int i = 0; i < 20; i++)
for (int i = 0; i < 10; i++)
{
var set = TestResources.CreateTestBeatmapSetInfo();
// only need to set the first as they are a shared reference.
var beatmap = set.Beatmaps.First();
beatmap.Metadata.Artist = "same artist";
beatmap.Metadata.Title = "same title";
beatmap.Metadata.Artist = $"artist {i / 2}";
beatmap.Metadata.Title = $"title {9 - i}";
sets.Add(set);
}
@ -540,10 +540,13 @@ namespace osu.Game.Tests.Visual.SongSelect
loadBeatmaps(sets);
AddStep("Sort by artist", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Artist }, false));
AddAssert("Items remain in original order", () => carousel.BeatmapSets.Select((set, index) => set.OnlineID == index + idOffset).All(b => b));
AddAssert("Items remain in original order", () => carousel.BeatmapSets.Select((set, index) => set.OnlineID == idOffset + index).All(b => b));
AddStep("Sort by title", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Title }, false));
AddAssert("Items remain in original order", () => carousel.BeatmapSets.Select((set, index) => set.OnlineID == index + idOffset).All(b => b));
AddAssert("Items are in reverse order", () => carousel.BeatmapSets.Select((set, index) => set.OnlineID == idOffset + sets.Count - index - 1).All(b => b));
AddStep("Sort by artist", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Artist }, false));
AddAssert("Items reset to original order", () => carousel.BeatmapSets.Select((set, index) => set.OnlineID == idOffset + index).All(b => b));
}
[Test]

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@ -7,7 +7,7 @@ using System.Linq;
namespace osu.Game.Screens.Select.Carousel
{
/// <summary>
/// A group which ensures only one child is selected.
/// A group which ensures only one item is selected.
/// </summary>
public class CarouselGroup : CarouselItem
{
@ -18,13 +18,15 @@ namespace osu.Game.Screens.Select.Carousel
private List<CarouselItem> items = new List<CarouselItem>();
/// <summary>
/// Used to assign a monotonically increasing ID to children as they are added. This member is
/// incremented whenever a child is added.
/// Used to assign a monotonically increasing ID to items as they are added. This member is
/// incremented whenever an item is added.
/// </summary>
private ulong currentChildID;
private ulong currentItemID;
private Comparer<CarouselItem>? criteriaComparer;
private static readonly Comparer<CarouselItem> item_id_comparer = Comparer<CarouselItem>.Create((x, y) => x.ItemID.CompareTo(y.ItemID));
private FilterCriteria? lastCriteria;
protected int GetIndexOfItem(CarouselItem lastSelected) => items.IndexOf(lastSelected);
@ -41,7 +43,7 @@ namespace osu.Game.Screens.Select.Carousel
public virtual void AddItem(CarouselItem i)
{
i.State.ValueChanged += state => ChildItemStateChanged(i, state.NewValue);
i.ChildID = ++currentChildID;
i.ItemID = ++currentItemID;
if (lastCriteria != null)
{
@ -90,7 +92,7 @@ namespace osu.Game.Screens.Select.Carousel
// IEnumerable<T>.OrderBy() is used instead of List<T>.Sort() to ensure sorting stability
criteriaComparer = Comparer<CarouselItem>.Create((x, y) => x.CompareTo(criteria, y));
items = items.OrderBy(c => c, criteriaComparer).ToList();
items = items.OrderBy(c => c, criteriaComparer).ThenBy(c => c, item_id_comparer).ToList();
lastCriteria = criteria;
}

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@ -10,7 +10,7 @@ using System.Linq;
namespace osu.Game.Screens.Select.Carousel
{
/// <summary>
/// A group which ensures at least one child is selected (if the group itself is selected).
/// A group which ensures at least one item is selected (if the group itself is selected).
/// </summary>
public class CarouselGroupEagerSelect : CarouselGroup
{
@ -35,16 +35,16 @@ namespace osu.Game.Screens.Select.Carousel
/// <summary>
/// To avoid overhead during filter operations, we don't attempt any selections until after all
/// children have been filtered. This bool will be true during the base <see cref="Filter(FilterCriteria)"/>
/// items have been filtered. This bool will be true during the base <see cref="Filter(FilterCriteria)"/>
/// operation.
/// </summary>
private bool filteringChildren;
private bool filteringItems;
public override void Filter(FilterCriteria criteria)
{
filteringChildren = true;
filteringItems = true;
base.Filter(criteria);
filteringChildren = false;
filteringItems = false;
attemptSelection();
}
@ -97,12 +97,12 @@ namespace osu.Game.Screens.Select.Carousel
private void attemptSelection()
{
if (filteringChildren) return;
if (filteringItems) return;
// we only perform eager selection if we are a currently selected group.
if (State.Value != CarouselItemState.Selected) return;
// we only perform eager selection if none of our children are in a selected state already.
// we only perform eager selection if none of our items are in a selected state already.
if (Items.Any(i => i.State.Value == CarouselItemState.Selected)) return;
PerformSelection();

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@ -38,7 +38,7 @@ namespace osu.Game.Screens.Select.Carousel
/// <summary>
/// Used as a default sort method for <see cref="CarouselItem"/>s of differing types.
/// </summary>
internal ulong ChildID;
internal ulong ItemID;
/// <summary>
/// Create a fresh drawable version of this item.
@ -49,7 +49,7 @@ namespace osu.Game.Screens.Select.Carousel
{
}
public virtual int CompareTo(FilterCriteria criteria, CarouselItem other) => ChildID.CompareTo(other.ChildID);
public virtual int CompareTo(FilterCriteria criteria, CarouselItem other) => ItemID.CompareTo(other.ItemID);
public int CompareTo(CarouselItem other) => CarouselYPosition.CompareTo(other.CarouselYPosition);
}