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Merge pull request #16542 from peppy/carousel-search-performance-less-simple
Avoid performing full filter when updating carousel beatmap sets
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commit
c4f24ef96c
@ -300,16 +300,18 @@ namespace osu.Game.Screens.Select
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root.AddChild(newSet);
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root.AddChild(newSet);
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// only reset scroll position if already near the scroll target.
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// without this, during a large beatmap import it is impossible to navigate the carousel.
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applyActiveCriteria(false, alwaysResetScrollPosition: false);
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// check if we can/need to maintain our current selection.
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// check if we can/need to maintain our current selection.
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if (previouslySelectedID != null)
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if (previouslySelectedID != null)
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.BeatmapInfo.ID == previouslySelectedID) ?? newSet);
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.BeatmapInfo.ID == previouslySelectedID) ?? newSet);
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itemsCache.Invalidate();
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itemsCache.Invalidate();
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Schedule(() => BeatmapSetsChanged?.Invoke());
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Schedule(() =>
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{
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if (!Scroll.UserScrolling)
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ScrollToSelected(true);
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BeatmapSetsChanged?.Invoke();
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});
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});
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});
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/// <summary>
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/// <summary>
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@ -4,6 +4,8 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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#nullable enable
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namespace osu.Game.Screens.Select.Carousel
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namespace osu.Game.Screens.Select.Carousel
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{
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{
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/// <summary>
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/// <summary>
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@ -11,7 +13,7 @@ namespace osu.Game.Screens.Select.Carousel
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/// </summary>
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/// </summary>
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public class CarouselGroup : CarouselItem
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public class CarouselGroup : CarouselItem
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{
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{
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public override DrawableCarouselItem CreateDrawableRepresentation() => null;
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public override DrawableCarouselItem? CreateDrawableRepresentation() => null;
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public IReadOnlyList<CarouselItem> Children => InternalChildren;
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public IReadOnlyList<CarouselItem> Children => InternalChildren;
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@ -23,6 +25,10 @@ namespace osu.Game.Screens.Select.Carousel
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/// </summary>
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/// </summary>
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private ulong currentChildID;
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private ulong currentChildID;
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private Comparer<CarouselItem>? criteriaComparer;
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private FilterCriteria? lastCriteria;
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public virtual void RemoveChild(CarouselItem i)
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public virtual void RemoveChild(CarouselItem i)
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{
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{
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InternalChildren.Remove(i);
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InternalChildren.Remove(i);
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@ -36,10 +42,24 @@ namespace osu.Game.Screens.Select.Carousel
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{
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{
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i.State.ValueChanged += state => ChildItemStateChanged(i, state.NewValue);
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i.State.ValueChanged += state => ChildItemStateChanged(i, state.NewValue);
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i.ChildID = ++currentChildID;
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i.ChildID = ++currentChildID;
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InternalChildren.Add(i);
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if (lastCriteria != null)
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{
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i.Filter(lastCriteria);
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int index = InternalChildren.BinarySearch(i, criteriaComparer);
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if (index < 0) index = ~index; // BinarySearch hacks multiple return values with 2's complement.
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InternalChildren.Insert(index, i);
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}
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else
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{
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// criteria may be null for initial population. the filtering will be applied post-add.
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InternalChildren.Add(i);
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}
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}
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}
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public CarouselGroup(List<CarouselItem> items = null)
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public CarouselGroup(List<CarouselItem>? items = null)
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{
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{
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if (items != null) InternalChildren = items;
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if (items != null) InternalChildren = items;
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@ -67,9 +87,12 @@ namespace osu.Game.Screens.Select.Carousel
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base.Filter(criteria);
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base.Filter(criteria);
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InternalChildren.ForEach(c => c.Filter(criteria));
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InternalChildren.ForEach(c => c.Filter(criteria));
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// IEnumerable<T>.OrderBy() is used instead of List<T>.Sort() to ensure sorting stability
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// IEnumerable<T>.OrderBy() is used instead of List<T>.Sort() to ensure sorting stability
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var criteriaComparer = Comparer<CarouselItem>.Create((x, y) => x.CompareTo(criteria, y));
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criteriaComparer = Comparer<CarouselItem>.Create((x, y) => x.CompareTo(criteria, y));
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InternalChildren = InternalChildren.OrderBy(c => c, criteriaComparer).ToList();
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InternalChildren = InternalChildren.OrderBy(c => c, criteriaComparer).ToList();
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lastCriteria = criteria;
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}
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}
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protected virtual void ChildItemStateChanged(CarouselItem item, CarouselItemState value)
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protected virtual void ChildItemStateChanged(CarouselItem item, CarouselItemState value)
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