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Remove all external access to BeatmapGroup.
This commit is contained in:
parent
3401759665
commit
dc28f8c79e
@ -15,47 +15,227 @@ using OpenTK.Input;
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using System.Collections;
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using osu.Framework.MathUtils;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Game.Screens.Select.Filter;
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namespace osu.Game.Screens.Select
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{
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internal class CarouselContainer : ScrollContainer, IEnumerable<BeatmapGroup>
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{
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private Container<Panel> scrollableContent;
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private List<BeatmapGroup> groups = new List<BeatmapGroup>();
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private List<Panel> panels = new List<Panel>();
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public BeatmapInfo SelectedBeatmap => selectedPanel?.Beatmap;
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public BeatmapGroup SelectedGroup { get; private set; }
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public BeatmapPanel SelectedPanel { get; private set; }
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public Action BeatmapsChanged;
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public IEnumerable<BeatmapSetInfo> Beatmaps
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{
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get
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{
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return groups.Select(g => g.BeatmapSet);
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}
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set
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{
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scrollableContent.Clear(false);
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panels.Clear();
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groups.Clear();
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IEnumerable<BeatmapGroup> newGroups = null;
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Task.Run(() =>
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{
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newGroups = value.Select(createGroup).ToList();
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}).ContinueWith(t =>
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{
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Schedule(() =>
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{
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foreach (var g in newGroups)
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addGroup(g);
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computeYPositions();
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BeatmapsChanged?.Invoke();
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});
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});
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}
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}
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private List<float> yPositions = new List<float>();
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/// <summary>
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/// Required for now unfortunately.
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/// </summary>
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private BeatmapDatabase database;
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private Container<Panel> scrollableContent;
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private List<BeatmapGroup> groups = new List<BeatmapGroup>();
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private List<Panel> panels = new List<Panel>();
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private BeatmapGroup selectedGroup;
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private BeatmapPanel selectedPanel;
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public CarouselContainer()
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{
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DistanceDecayJump = 0.01;
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Add(scrollableContent = new Container<Panel>
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{
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RelativeSizeAxes = Axes.X,
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});
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}
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public void AddGroup(BeatmapGroup group)
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public void AddBeatmap(BeatmapSetInfo beatmapSet)
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{
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groups.Add(group);
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var group = createGroup(beatmapSet);
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panels.Add(group.Header);
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group.Header.UpdateClock(Clock);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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//for the time being, let's completely load the difficulty panels in the background.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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Schedule(delegate
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{
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panels.Add(panel);
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panel.UpdateClock(Clock);
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addGroup(group);
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computeYPositions();
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if (selectedGroup == null)
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selectGroup(group);
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});
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}
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public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
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{
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if (beatmap == null)
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{
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SelectNext();
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return;
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}
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foreach (BeatmapGroup group in groups)
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{
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var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (panel != null)
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{
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selectGroup(group, panel, animated);
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return;
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}
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}
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}
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public void RemoveBeatmap(BeatmapSetInfo info) => removeGroup(groups.Find(b => b.BeatmapSet.ID == info.ID));
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public Action<BeatmapGroup, BeatmapInfo> SelectionChanged;
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public Action StartRequested;
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public void SelectNext(int direction = 1, bool skipDifficulties = true)
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{
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if (groups.Count == 0)
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{
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selectedGroup = null;
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selectedPanel = null;
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return;
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}
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if (!skipDifficulties && selectedGroup != null)
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{
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int i = selectedGroup.BeatmapPanels.IndexOf(selectedPanel) + direction;
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if (i >= 0 && i < selectedGroup.BeatmapPanels.Count)
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{
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//changing difficulty panel, not set.
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selectGroup(selectedGroup, selectedGroup.BeatmapPanels[i]);
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return;
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}
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}
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int startIndex = groups.IndexOf(selectedGroup);
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int index = startIndex;
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do
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{
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index = (index + direction + groups.Count) % groups.Count;
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if (groups[index].State != BeatmapGroupState.Hidden)
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{
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SelectBeatmap(groups[index].BeatmapPanels.First().Beatmap);
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return;
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}
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} while (index != startIndex);
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}
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public void SelectRandom()
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{
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List<BeatmapGroup> visibleGroups = groups.Where(selectGroup => selectGroup.State != BeatmapGroupState.Hidden).ToList();
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if (visibleGroups.Count < 1)
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return;
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BeatmapGroup group = visibleGroups[RNG.Next(visibleGroups.Count)];
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BeatmapPanel panel = group?.BeatmapPanels.First();
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if (panel == null)
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return;
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selectGroup(group, panel);
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}
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public void Sort(SortMode mode)
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{
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List<BeatmapGroup> sortedGroups = new List<BeatmapGroup>(groups);
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switch (mode)
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{
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case SortMode.Artist:
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist, StringComparison.InvariantCultureIgnoreCase));
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break;
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case SortMode.Title:
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title, StringComparison.InvariantCultureIgnoreCase));
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break;
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case SortMode.Author:
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author, StringComparison.InvariantCultureIgnoreCase));
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break;
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case SortMode.Difficulty:
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sortedGroups.Sort((x, y) => x.BeatmapSet.MaxStarDifficulty.CompareTo(y.BeatmapSet.MaxStarDifficulty));
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break;
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default:
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Sort(SortMode.Artist); // Temporary
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break;
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}
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scrollableContent.Clear(false);
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panels.Clear();
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groups.Clear();
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foreach (var g in sortedGroups)
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addGroup(g);
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computeYPositions();
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}
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public void RemoveGroup(BeatmapGroup group)
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public IEnumerator<BeatmapGroup> GetEnumerator() => groups.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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private BeatmapGroup createGroup(BeatmapSetInfo beatmapSet)
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{
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database.GetChildren(beatmapSet);
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beatmapSet.Beatmaps.ForEach(b => { if (b.Metadata == null) b.Metadata = beatmapSet.Metadata; });
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return new BeatmapGroup(beatmapSet, database)
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{
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SelectionChanged = SelectionChanged,
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StartRequested = b => StartRequested?.Invoke(),
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State = BeatmapGroupState.Collapsed
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};
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(BeatmapDatabase database)
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{
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this.database = database;
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}
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private void addGroup(BeatmapGroup group)
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{
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groups.Add(group);
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panels.Add(group.Header);
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panels.AddRange(group.BeatmapPanels);
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}
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private void removeGroup(BeatmapGroup group)
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{
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groups.Remove(group);
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panels.Remove(group.Header);
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@ -65,18 +245,12 @@ namespace osu.Game.Screens.Select
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scrollableContent.Remove(group.Header);
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scrollableContent.Remove(group.BeatmapPanels);
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if (selectedGroup == group)
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SelectNext();
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computeYPositions();
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}
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private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
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{
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yPositions.Add(currentY);
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panel.MoveToY(currentY, animated ? 750 : 0, EasingTypes.OutExpo);
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if (advance)
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currentY += panel.DrawHeight + 5;
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}
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/// <summary>
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/// Computes the target Y positions for every panel in the carousel.
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/// </summary>
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@ -99,7 +273,7 @@ namespace osu.Game.Screens.Select
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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if (panel == SelectedPanel)
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if (panel == selectedPanel)
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selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
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panel.MoveToX(-50, 500, EasingTypes.OutExpo);
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@ -129,105 +303,62 @@ namespace osu.Game.Screens.Select
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return selectedY;
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}
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public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
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private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
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{
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foreach (BeatmapGroup group in groups)
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{
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var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (panel != null)
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{
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selectGroup(group, panel, animated);
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return;
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}
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}
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yPositions.Add(currentY);
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panel.MoveToY(currentY, animated ? 750 : 0, EasingTypes.OutExpo);
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if (advance)
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currentY += panel.DrawHeight + 5;
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}
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private void selectGroup(BeatmapGroup group, BeatmapPanel panel, bool animated = true)
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private void selectGroup(BeatmapGroup group, BeatmapPanel panel = null, bool animated = true)
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{
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if (panel == null)
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panel = group.BeatmapPanels.First();
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Trace.Assert(group.BeatmapPanels.Contains(panel), @"Selected panel must be in provided group");
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if (SelectedGroup != null && SelectedGroup != group && SelectedGroup.State != BeatmapGroupState.Hidden)
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SelectedGroup.State = BeatmapGroupState.Collapsed;
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if (selectedGroup != null && selectedGroup != group && selectedGroup.State != BeatmapGroupState.Hidden)
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selectedGroup.State = BeatmapGroupState.Collapsed;
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group.State = BeatmapGroupState.Expanded;
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SelectedGroup = group;
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selectedGroup = group;
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panel.State = PanelSelectedState.Selected;
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SelectedPanel = panel;
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selectedPanel = panel;
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float selectedY = computeYPositions(animated);
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ScrollTo(selectedY, animated);
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}
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public void Sort(SortMode mode)
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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List<BeatmapGroup> sortedGroups = new List<BeatmapGroup>(groups);
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switch (mode)
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int direction = 0;
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bool skipDifficulties = false;
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switch (args.Key)
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{
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case SortMode.Artist:
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist, StringComparison.InvariantCultureIgnoreCase));
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case Key.Up:
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direction = -1;
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break;
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case SortMode.Title:
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title, StringComparison.InvariantCultureIgnoreCase));
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case Key.Down:
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direction = 1;
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break;
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case SortMode.Author:
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sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author, StringComparison.InvariantCultureIgnoreCase));
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case Key.Left:
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direction = -1;
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skipDifficulties = true;
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break;
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case SortMode.Difficulty:
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sortedGroups.Sort((x, y) => x.BeatmapSet.MaxStarDifficulty.CompareTo(y.BeatmapSet.MaxStarDifficulty));
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break;
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default:
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Sort(SortMode.Artist); // Temporary
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case Key.Right:
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direction = 1;
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skipDifficulties = true;
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break;
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}
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scrollableContent.Clear(false);
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panels.Clear();
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groups.Clear();
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if (direction == 0)
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return base.OnKeyDown(state, args);
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foreach (BeatmapGroup group in sortedGroups)
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AddGroup(group);
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}
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/// <summary>
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/// Computes the x-offset of currently visible panels. Makes the carousel appear round.
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/// </summary>
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/// <param name="dist">
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/// Vertical distance from the center of the carousel container
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/// ranging from -1 to 1.
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/// </param>
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/// <param name="halfHeight">Half the height of the carousel container.</param>
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private static float offsetX(float dist, float halfHeight)
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{
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// The radius of the circle the carousel moves on.
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const float circle_radius = 3;
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double discriminant = Math.Max(0, circle_radius * circle_radius - dist * dist);
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float x = (circle_radius - (float)Math.Sqrt(discriminant)) * halfHeight;
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return 125 + x;
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}
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/// <summary>
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/// Update a panel's x position and multiplicative alpha based on its y position and
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/// the current scroll position.
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/// </summary>
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/// <param name="p">The panel to be updated.</param>
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/// <param name="halfHeight">Half the draw height of the carousel container.</param>
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private void updatePanel(Panel p, float halfHeight)
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{
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var height = p.IsPresent ? p.DrawHeight : 0;
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float panelDrawY = p.Position.Y - Current + height / 2;
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float dist = Math.Abs(1f - panelDrawY / halfHeight);
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// Setting the origin position serves as an additive position on top of potential
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// local transformation we may want to apply (e.g. when a panel gets selected, we
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// may want to smoothly transform it leftwards.)
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p.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 0);
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// We are applying a multiplicative alpha (which is internally done by nesting an
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// additional container and setting that container's alpha) such that we can
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// layer transformations on top, with a similar reasoning to the previous comment.
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p.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
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SelectNext(direction, skipDifficulties);
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return true;
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}
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protected override void Update()
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@ -276,80 +407,46 @@ namespace osu.Game.Screens.Select
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updatePanel(p, halfHeight);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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/// <summary>
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/// Computes the x-offset of currently visible panels. Makes the carousel appear round.
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/// </summary>
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/// <param name="dist">
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/// Vertical distance from the center of the carousel container
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/// ranging from -1 to 1.
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/// </param>
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/// <param name="halfHeight">Half the height of the carousel container.</param>
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private static float offsetX(float dist, float halfHeight)
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{
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int direction = 0;
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bool skipDifficulties = false;
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// The radius of the circle the carousel moves on.
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const float circle_radius = 3;
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double discriminant = Math.Max(0, circle_radius * circle_radius - dist * dist);
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float x = (circle_radius - (float)Math.Sqrt(discriminant)) * halfHeight;
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switch (args.Key)
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{
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case Key.Up:
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direction = -1;
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break;
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case Key.Down:
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direction = 1;
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break;
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case Key.Left:
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direction = -1;
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skipDifficulties = true;
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break;
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case Key.Right:
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direction = 1;
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skipDifficulties = true;
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break;
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}
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if (direction == 0)
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return base.OnKeyDown(state, args);
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SelectNext(direction, skipDifficulties);
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return true;
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return 125 + x;
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}
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public void SelectNext(int direction = 1, bool skipDifficulties = true)
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/// <summary>
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/// Update a panel's x position and multiplicative alpha based on its y position and
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/// the current scroll position.
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/// </summary>
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/// <param name="p">The panel to be updated.</param>
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/// <param name="halfHeight">Half the draw height of the carousel container.</param>
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private void updatePanel(Panel p, float halfHeight)
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{
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if (!skipDifficulties && SelectedGroup != null)
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{
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int i = SelectedGroup.BeatmapPanels.IndexOf(SelectedPanel) + direction;
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var height = p.IsPresent ? p.DrawHeight : 0;
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if (i >= 0 && i < SelectedGroup.BeatmapPanels.Count)
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{
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//changing difficulty panel, not set.
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selectGroup(SelectedGroup, SelectedGroup.BeatmapPanels[i]);
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return;
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}
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}
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float panelDrawY = p.Position.Y - Current + height / 2;
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float dist = Math.Abs(1f - panelDrawY / halfHeight);
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int startIndex = groups.IndexOf(SelectedGroup);
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int index = startIndex;
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// Setting the origin position serves as an additive position on top of potential
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// local transformation we may want to apply (e.g. when a panel gets selected, we
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// may want to smoothly transform it leftwards.)
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p.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 0);
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do
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{
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index = (index + direction + groups.Count) % groups.Count;
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if (groups[index].State != BeatmapGroupState.Hidden)
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{
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SelectBeatmap(groups[index].BeatmapPanels.First().Beatmap);
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return;
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}
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} while (index != startIndex);
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// We are applying a multiplicative alpha (which is internally done by nesting an
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// additional container and setting that container's alpha) such that we can
|
||||
// layer transformations on top, with a similar reasoning to the previous comment.
|
||||
p.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
|
||||
}
|
||||
|
||||
public void SelectRandom()
|
||||
{
|
||||
List<BeatmapGroup> visibleGroups = groups.Where(selectGroup => selectGroup.State != BeatmapGroupState.Hidden).ToList();
|
||||
if (visibleGroups.Count < 1)
|
||||
return;
|
||||
BeatmapGroup group = visibleGroups[RNG.Next(visibleGroups.Count)];
|
||||
BeatmapPanel panel = group?.BeatmapPanels.First();
|
||||
|
||||
if (panel == null)
|
||||
return;
|
||||
|
||||
selectGroup(group, panel);
|
||||
}
|
||||
|
||||
public IEnumerator<BeatmapGroup> GetEnumerator() => groups.GetEnumerator();
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
||||
}
|
||||
}
|
||||
|
@ -2,10 +2,8 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using OpenTK;
|
||||
using OpenTK.Input;
|
||||
using osu.Framework.Allocation;
|
||||
@ -51,8 +49,6 @@ namespace osu.Game.Screens.Select
|
||||
private SampleChannel sampleChangeDifficulty;
|
||||
private SampleChannel sampleChangeBeatmap;
|
||||
|
||||
private List<BeatmapGroup> beatmapGroups;
|
||||
|
||||
protected virtual bool ShowFooter => true;
|
||||
|
||||
/// <summary>
|
||||
@ -72,7 +68,6 @@ namespace osu.Game.Screens.Select
|
||||
const float carousel_width = 640;
|
||||
const float filter_height = 100;
|
||||
|
||||
beatmapGroups = new List<BeatmapGroup>();
|
||||
Add(new ParallaxContainer
|
||||
{
|
||||
Padding = new MarginPadding { Top = filter_height },
|
||||
@ -93,6 +88,8 @@ namespace osu.Game.Screens.Select
|
||||
Size = new Vector2(carousel_width, 1),
|
||||
Anchor = Anchor.CentreRight,
|
||||
Origin = Anchor.CentreRight,
|
||||
SelectionChanged = selectionChanged,
|
||||
StartRequested = raiseSelect
|
||||
});
|
||||
Add(FilterControl = new FilterControl
|
||||
{
|
||||
@ -132,8 +129,7 @@ namespace osu.Game.Screens.Select
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(permitNulls: true)]
|
||||
private void load(BeatmapDatabase beatmaps, AudioManager audio, DialogOverlay dialog, Framework.Game game,
|
||||
OsuGame osu, OsuColour colours)
|
||||
private void load(BeatmapDatabase beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours)
|
||||
{
|
||||
if (Footer != null)
|
||||
{
|
||||
@ -161,7 +157,16 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
initialAddSetsTask = new CancellationTokenSource();
|
||||
|
||||
Task.Factory.StartNew(() => addBeatmapSets(game, initialAddSetsTask.Token), initialAddSetsTask.Token);
|
||||
carousel.BeatmapsChanged = beatmapsLoaded;
|
||||
carousel.Beatmaps = database.Query<BeatmapSetInfo>().Where(b => !b.DeletePending);
|
||||
}
|
||||
|
||||
private void beatmapsLoaded()
|
||||
{
|
||||
if (Beatmap != null)
|
||||
carousel.SelectBeatmap(Beatmap.BeatmapInfo, false);
|
||||
else
|
||||
carousel.SelectNext();
|
||||
}
|
||||
|
||||
private void raiseSelect()
|
||||
@ -173,18 +178,24 @@ namespace osu.Game.Screens.Select
|
||||
}
|
||||
|
||||
public void SelectRandom() => carousel.SelectRandom();
|
||||
|
||||
protected abstract void OnSelected();
|
||||
|
||||
private ScheduledDelegate filterTask;
|
||||
|
||||
private void filterChanged(bool debounce = true, bool eagerSelection = true)
|
||||
{
|
||||
if (!carousel.IsLoaded) return;
|
||||
|
||||
if (Beatmap == null) return;
|
||||
|
||||
filterTask?.Cancel();
|
||||
filterTask = Scheduler.AddDelayed(() =>
|
||||
{
|
||||
filterTask = null;
|
||||
var search = FilterControl.Search;
|
||||
BeatmapGroup newSelection = null;
|
||||
|
||||
carousel.Sort(FilterControl.Sort);
|
||||
foreach (var beatmapGroup in carousel)
|
||||
{
|
||||
@ -227,7 +238,7 @@ namespace osu.Game.Screens.Select
|
||||
}, debounce ? 250 : 0);
|
||||
}
|
||||
|
||||
private void onBeatmapSetAdded(BeatmapSetInfo s) => Schedule(() => addBeatmapSet(s, Game, true));
|
||||
private void onBeatmapSetAdded(BeatmapSetInfo s) => carousel.AddBeatmap(s);
|
||||
|
||||
private void onBeatmapSetRemoved(BeatmapSetInfo s) => Schedule(() => removeBeatmapSet(s));
|
||||
|
||||
@ -352,80 +363,15 @@ namespace osu.Game.Screens.Select
|
||||
}
|
||||
}
|
||||
|
||||
private BeatmapGroup prepareBeatmapSet(BeatmapSetInfo beatmapSet)
|
||||
{
|
||||
database.GetChildren(beatmapSet);
|
||||
beatmapSet.Beatmaps.ForEach(b => { if (b.Metadata == null) b.Metadata = beatmapSet.Metadata; });
|
||||
|
||||
return new BeatmapGroup(beatmapSet, database)
|
||||
{
|
||||
SelectionChanged = selectionChanged,
|
||||
StartRequested = b => raiseSelect()
|
||||
};
|
||||
}
|
||||
|
||||
private void addBeatmapSet(BeatmapSetInfo beatmapSet, Framework.Game game, bool select = false)
|
||||
{
|
||||
var group = prepareBeatmapSet(beatmapSet);
|
||||
|
||||
//for the time being, let's completely load the difficulty panels in the background.
|
||||
//this likely won't scale so well, but allows us to completely async the loading flow.
|
||||
Task.WhenAll(group.BeatmapPanels.Select(panel => panel.LoadAsync(game))).ContinueWith(task => Schedule(delegate
|
||||
{
|
||||
addGroup(group);
|
||||
|
||||
if (Beatmap == null || select)
|
||||
selectBeatmap(beatmapSet);
|
||||
else
|
||||
selectBeatmap();
|
||||
}));
|
||||
}
|
||||
|
||||
private void addGroup(BeatmapGroup group)
|
||||
{
|
||||
beatmapGroups.Add(group);
|
||||
|
||||
group.State = BeatmapGroupState.Collapsed;
|
||||
carousel.AddGroup(group);
|
||||
|
||||
filterChanged(false, false);
|
||||
}
|
||||
|
||||
private void selectBeatmap(BeatmapSetInfo beatmapSet = null)
|
||||
{
|
||||
carousel.SelectBeatmap(beatmapSet != null ? beatmapSet.Beatmaps.First() : Beatmap.BeatmapInfo);
|
||||
}
|
||||
|
||||
private void addBeatmapSets(Framework.Game game, CancellationToken token)
|
||||
{
|
||||
List<BeatmapGroup> groups = new List<BeatmapGroup>();
|
||||
|
||||
foreach (var beatmapSet in database.Query<BeatmapSetInfo>().Where(b => !b.DeletePending))
|
||||
{
|
||||
if (token.IsCancellationRequested) return;
|
||||
|
||||
groups.Add(prepareBeatmapSet(beatmapSet));
|
||||
}
|
||||
|
||||
Schedule(() =>
|
||||
{
|
||||
groups.ForEach(addGroup);
|
||||
selectBeatmap(Beatmap?.BeatmapSetInfo ?? groups.First().BeatmapSet);
|
||||
});
|
||||
carousel.SelectBeatmap(beatmapSet != null ? beatmapSet.Beatmaps.First() : Beatmap?.BeatmapInfo);
|
||||
}
|
||||
|
||||
private void removeBeatmapSet(BeatmapSetInfo beatmapSet)
|
||||
{
|
||||
var group = beatmapGroups.Find(b => b.BeatmapSet.ID == beatmapSet.ID);
|
||||
if (group == null) return;
|
||||
|
||||
if (carousel.SelectedGroup == group)
|
||||
carousel.SelectNext();
|
||||
|
||||
beatmapGroups.Remove(group);
|
||||
carousel.RemoveGroup(group);
|
||||
|
||||
if (beatmapGroups.Count == 0)
|
||||
carousel.RemoveBeatmap(beatmapSet);
|
||||
if (carousel.SelectedBeatmap == null)
|
||||
Beatmap = null;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user