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Merge pull request #20912 from LittleEndu/carousel-do-not-select-random

Make beatmap carousel select nearest to selection when selection was filtered
This commit is contained in:
Dean Herbert 2022-10-26 11:40:56 +09:00 committed by GitHub
commit 7249542167
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3 changed files with 85 additions and 49 deletions

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@ -862,52 +862,6 @@ namespace osu.Game.Tests.Visual.SongSelect
AddAssert("Selection was remembered", () => eagerSelectedIDs.Count == 1);
}
[Test]
public void TestRandomFallbackOnNonMatchingPrevious()
{
List<BeatmapSetInfo> manySets = new List<BeatmapSetInfo>();
AddStep("populate maps", () =>
{
manySets.Clear();
for (int i = 0; i < 10; i++)
{
manySets.Add(TestResources.CreateTestBeatmapSetInfo(3, new[]
{
// all taiko except for first
rulesets.GetRuleset(i > 0 ? 1 : 0)
}));
}
});
loadBeatmaps(manySets);
for (int i = 0; i < 10; i++)
{
AddStep("Reset filter", () => carousel.Filter(new FilterCriteria(), false));
AddStep("select first beatmap", () => carousel.SelectBeatmap(manySets.First().Beatmaps.First()));
AddStep("Toggle non-matching filter", () =>
{
carousel.Filter(new FilterCriteria { SearchText = Guid.NewGuid().ToString() }, false);
});
AddAssert("selection lost", () => carousel.SelectedBeatmapInfo == null);
AddStep("Restore different ruleset filter", () =>
{
carousel.Filter(new FilterCriteria { Ruleset = rulesets.GetRuleset(1) }, false);
eagerSelectedIDs.Add(carousel.SelectedBeatmapSet!.ID);
});
AddAssert("selection changed", () => !carousel.SelectedBeatmapInfo!.Equals(manySets.First().Beatmaps.First()));
}
AddAssert("Selection was random", () => eagerSelectedIDs.Count > 2);
}
[Test]
public void TestFilteringByUserStarDifficulty()
{
@ -955,6 +909,63 @@ namespace osu.Game.Tests.Visual.SongSelect
checkVisibleItemCount(true, 15);
}
[Test]
public void TestCarouselSelectsNextWhenPreviousIsFiltered()
{
List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
// 10 sets that go osu! -> taiko -> catch -> osu! -> ...
for (int i = 0; i < 10; i++)
{
var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 3);
sets.Add(TestResources.CreateTestBeatmapSetInfo(5, new[] { rulesetInfo }));
}
// Sort mode is important to keep the ruleset order
loadBeatmaps(sets, () => new FilterCriteria { Sort = SortMode.Title });
setSelected(1, 1);
for (int i = 1; i < 10; i++)
{
var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 3);
AddStep($"Set ruleset to {rulesetInfo.ShortName}", () =>
{
carousel.Filter(new FilterCriteria { Ruleset = rulesetInfo, Sort = SortMode.Title }, false);
});
waitForSelection(i + 1, 1);
}
}
[Test]
public void TestCarouselSelectsBackwardsWhenDistanceIsShorter()
{
List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
// 10 sets that go taiko, osu!, osu!, osu!, taiko, osu!, osu!, osu!, ...
for (int i = 0; i < 10; i++)
{
var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 4 == 0 ? 1 : 0);
sets.Add(TestResources.CreateTestBeatmapSetInfo(5, new[] { rulesetInfo }));
}
// Sort mode is important to keep the ruleset order
loadBeatmaps(sets, () => new FilterCriteria { Sort = SortMode.Title });
for (int i = 2; i < 10; i += 4)
{
setSelected(i, 1);
AddStep("Set ruleset to taiko", () =>
{
carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(1), Sort = SortMode.Title }, false);
});
waitForSelection(i - 1, 1);
AddStep("Remove ruleset filter", () =>
{
carousel.Filter(new FilterCriteria { Sort = SortMode.Title }, false);
});
}
}
private void loadBeatmaps(List<BeatmapSetInfo> beatmapSets = null, Func<FilterCriteria> initialCriteria = null, Action<BeatmapCarousel> carouselAdjust = null, int? count = null,
bool randomDifficulties = false)
{

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@ -1048,7 +1048,7 @@ namespace osu.Game.Screens.Select
protected override void PerformSelection()
{
if (LastSelected == null || LastSelected.Filtered.Value)
if (LastSelected == null)
carousel?.SelectNextRandom();
else
base.PerformSelection();

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@ -108,10 +108,35 @@ namespace osu.Game.Screens.Select.Carousel
PerformSelection();
}
/// <summary>
/// Finds the item this group would select next if it attempted selection
/// </summary>
/// <returns>An unfiltered item nearest to the last selected one or null if all items are filtered</returns>
protected virtual CarouselItem GetNextToSelect()
{
return Items.Skip(lastSelectedIndex).FirstOrDefault(i => !i.Filtered.Value) ??
Items.Reverse().Skip(Items.Count - lastSelectedIndex).FirstOrDefault(i => !i.Filtered.Value);
if (Items.Count == 0)
return null;
int forwardsIndex = lastSelectedIndex;
int backwardsIndex = Math.Min(lastSelectedIndex, Items.Count - 1);
while (true)
{
bool hasBackwards = backwardsIndex >= 0 && backwardsIndex < Items.Count;
bool hasForwards = forwardsIndex < Items.Count;
if (!hasBackwards && !hasForwards)
return null;
if (hasForwards && !Items[forwardsIndex].Filtered.Value)
return Items[forwardsIndex];
if (hasBackwards && !Items[backwardsIndex].Filtered.Value)
return Items[backwardsIndex];
forwardsIndex++;
backwardsIndex--;
}
}
protected virtual void PerformSelection()