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Merge pull request #17115 from frenzibyte/manual-channel-scroll

Refactor channel scrolling container to handle non-user scrolls
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Dean Herbert 2022-03-07 11:26:23 +09:00 committed by GitHub
commit bd1adaf245
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4 changed files with 94 additions and 55 deletions

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@ -9,7 +9,6 @@ using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics.Containers;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Overlays.Chat;
using osuTK.Input;
@ -207,7 +206,28 @@ namespace osu.Game.Tests.Visual.Online
}
[Test]
public void TestUserScrollOverride()
public void TestOverrideChatScrolling()
{
fillChat();
sendMessage();
checkScrolledToBottom();
AddStep("Scroll to start", () => chatDisplay.ScrollContainer.ScrollToStart());
checkNotScrolledToBottom();
sendMessage();
checkNotScrolledToBottom();
AddStep("Scroll to bottom", () => chatDisplay.ScrollContainer.ScrollToEnd());
checkScrolledToBottom();
sendMessage();
checkScrolledToBottom();
}
[Test]
public void TestOverrideChatScrollingByUser()
{
fillChat();
@ -314,9 +334,9 @@ namespace osu.Game.Tests.Visual.Online
{
}
protected DrawableChannel DrawableChannel => InternalChildren.OfType<DrawableChannel>().First();
public DrawableChannel DrawableChannel => InternalChildren.OfType<DrawableChannel>().First();
protected UserTrackingScrollContainer ScrollContainer => (UserTrackingScrollContainer)((Container)DrawableChannel.Child).Child;
public ChannelScrollContainer ScrollContainer => (ChannelScrollContainer)((Container)DrawableChannel.Child).Child;
public FillFlowContainer FillFlow => (FillFlowContainer)ScrollContainer.Child;

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@ -25,8 +25,6 @@ namespace osu.Game.Graphics.Containers
/// </summary>
public bool UserScrolling { get; private set; }
public void CancelUserScroll() => UserScrolling = false;
public UserTrackingScrollContainer()
{
}

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@ -0,0 +1,70 @@
// 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 osu.Framework.Graphics;
using osu.Game.Graphics.Containers;
namespace osu.Game.Overlays.Chat
{
/// <summary>
/// An <see cref="OsuScrollContainer"/> with functionality to automatically scroll whenever the maximum scrollable distance increases.
/// </summary>
public class ChannelScrollContainer : OsuScrollContainer
{
/// <summary>
/// The chat will be automatically scrolled to end if and only if
/// the distance between the current scroll position and the end of the scroll
/// is less than this value.
/// </summary>
private const float auto_scroll_leniency = 10f;
/// <summary>
/// Whether to keep this container scrolled to end on new content.
/// </summary>
/// <remarks>
/// This is specifically controlled by whether the latest scroll operation made the container scrolled to end.
/// </remarks>
private bool trackNewContent = true;
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (trackNewContent && !IsScrolledToEnd())
ScrollToEnd();
}
private void updateTrackState() => trackNewContent = IsScrolledToEnd(auto_scroll_leniency);
// todo: we may eventually want this encapsulated in a "OnScrollChange" event handler method provided by ScrollContainer.
// important to note that this intentionally doesn't consider OffsetScrollPosition, but could make it do so with side changes.
#region Scroll handling
protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = null)
{
base.OnUserScroll(value, animated, distanceDecay);
updateTrackState();
}
public new void ScrollIntoView(Drawable d, bool animated = true)
{
base.ScrollIntoView(d, animated);
updateTrackState();
}
public new void ScrollToStart(bool animated = true, bool allowDuringDrag = false)
{
base.ScrollToStart(animated, allowDuringDrag);
updateTrackState();
}
public new void ScrollToEnd(bool animated = true, bool allowDuringDrag = false)
{
base.ScrollToEnd(animated, allowDuringDrag);
updateTrackState();
}
#endregion
}
}

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@ -11,9 +11,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.Sprites;
using osu.Game.Online.Chat;
@ -236,52 +234,5 @@ namespace osu.Game.Overlays.Chat
};
}
}
/// <summary>
/// An <see cref="OsuScrollContainer"/> with functionality to automatically scroll whenever the maximum scrollable distance increases.
/// </summary>
private class ChannelScrollContainer : UserTrackingScrollContainer
{
/// <summary>
/// The chat will be automatically scrolled to end if and only if
/// the distance between the current scroll position and the end of the scroll
/// is less than this value.
/// </summary>
private const float auto_scroll_leniency = 10f;
private float? lastExtent;
protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = default)
{
base.OnUserScroll(value, animated, distanceDecay);
lastExtent = null;
}
protected override void Update()
{
base.Update();
// If the user has scrolled to the bottom of the container, we should resume tracking new content.
if (UserScrolling && IsScrolledToEnd(auto_scroll_leniency))
CancelUserScroll();
// If the user hasn't overridden our behaviour and there has been new content added to the container, we should update our scroll position to track it.
bool requiresScrollUpdate = !UserScrolling && (lastExtent == null || Precision.AlmostBigger(ScrollableExtent, lastExtent.Value));
if (requiresScrollUpdate)
{
// Schedule required to allow FillFlow to be the correct size.
Schedule(() =>
{
if (!UserScrolling)
{
if (Current < ScrollableExtent)
ScrollToEnd();
lastExtent = ScrollableExtent;
}
});
}
}
}
}
}