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Remove all external access to BeatmapGroup.

This commit is contained in:
Dean Herbert 2017-03-17 19:12:15 +09:00
parent 3401759665
commit dc28f8c79e
No known key found for this signature in database
GPG Key ID: 46D71BF4958ABB49
2 changed files with 287 additions and 244 deletions

View File

@ -15,47 +15,227 @@ using OpenTK.Input;
using System.Collections;
using osu.Framework.MathUtils;
using System.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Game.Screens.Select.Filter;
namespace osu.Game.Screens.Select
{
internal class CarouselContainer : ScrollContainer, IEnumerable<BeatmapGroup>
{
private Container<Panel> scrollableContent;
private List<BeatmapGroup> groups = new List<BeatmapGroup>();
private List<Panel> panels = new List<Panel>();
public BeatmapInfo SelectedBeatmap => selectedPanel?.Beatmap;
public BeatmapGroup SelectedGroup { get; private set; }
public BeatmapPanel SelectedPanel { get; private set; }
public Action BeatmapsChanged;
public IEnumerable<BeatmapSetInfo> Beatmaps
{
get
{
return groups.Select(g => g.BeatmapSet);
}
set
{
scrollableContent.Clear(false);
panels.Clear();
groups.Clear();
IEnumerable<BeatmapGroup> newGroups = null;
Task.Run(() =>
{
newGroups = value.Select(createGroup).ToList();
}).ContinueWith(t =>
{
Schedule(() =>
{
foreach (var g in newGroups)
addGroup(g);
computeYPositions();
BeatmapsChanged?.Invoke();
});
});
}
}
private List<float> yPositions = new List<float>();
/// <summary>
/// Required for now unfortunately.
/// </summary>
private BeatmapDatabase database;
private Container<Panel> scrollableContent;
private List<BeatmapGroup> groups = new List<BeatmapGroup>();
private List<Panel> panels = new List<Panel>();
private BeatmapGroup selectedGroup;
private BeatmapPanel selectedPanel;
public CarouselContainer()
{
DistanceDecayJump = 0.01;
Add(scrollableContent = new Container<Panel>
{
RelativeSizeAxes = Axes.X,
});
}
public void AddGroup(BeatmapGroup group)
public void AddBeatmap(BeatmapSetInfo beatmapSet)
{
groups.Add(group);
var group = createGroup(beatmapSet);
panels.Add(group.Header);
group.Header.UpdateClock(Clock);
foreach (BeatmapPanel panel in group.BeatmapPanels)
//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.
Schedule(delegate
{
panels.Add(panel);
panel.UpdateClock(Clock);
addGroup(group);
computeYPositions();
if (selectedGroup == null)
selectGroup(group);
});
}
public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
{
if (beatmap == null)
{
SelectNext();
return;
}
foreach (BeatmapGroup group in groups)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (panel != null)
{
selectGroup(group, panel, animated);
return;
}
}
}
public void RemoveBeatmap(BeatmapSetInfo info) => removeGroup(groups.Find(b => b.BeatmapSet.ID == info.ID));
public Action<BeatmapGroup, BeatmapInfo> SelectionChanged;
public Action StartRequested;
public void SelectNext(int direction = 1, bool skipDifficulties = true)
{
if (groups.Count == 0)
{
selectedGroup = null;
selectedPanel = null;
return;
}
if (!skipDifficulties && selectedGroup != null)
{
int i = selectedGroup.BeatmapPanels.IndexOf(selectedPanel) + direction;
if (i >= 0 && i < selectedGroup.BeatmapPanels.Count)
{
//changing difficulty panel, not set.
selectGroup(selectedGroup, selectedGroup.BeatmapPanels[i]);
return;
}
}
int startIndex = groups.IndexOf(selectedGroup);
int index = startIndex;
do
{
index = (index + direction + groups.Count) % groups.Count;
if (groups[index].State != BeatmapGroupState.Hidden)
{
SelectBeatmap(groups[index].BeatmapPanels.First().Beatmap);
return;
}
} while (index != startIndex);
}
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 void Sort(SortMode mode)
{
List<BeatmapGroup> sortedGroups = new List<BeatmapGroup>(groups);
switch (mode)
{
case SortMode.Artist:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist, StringComparison.InvariantCultureIgnoreCase));
break;
case SortMode.Title:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title, StringComparison.InvariantCultureIgnoreCase));
break;
case SortMode.Author:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author, StringComparison.InvariantCultureIgnoreCase));
break;
case SortMode.Difficulty:
sortedGroups.Sort((x, y) => x.BeatmapSet.MaxStarDifficulty.CompareTo(y.BeatmapSet.MaxStarDifficulty));
break;
default:
Sort(SortMode.Artist); // Temporary
break;
}
scrollableContent.Clear(false);
panels.Clear();
groups.Clear();
foreach (var g in sortedGroups)
addGroup(g);
computeYPositions();
}
public void RemoveGroup(BeatmapGroup group)
public IEnumerator<BeatmapGroup> GetEnumerator() => groups.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
private BeatmapGroup createGroup(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 => StartRequested?.Invoke(),
State = BeatmapGroupState.Collapsed
};
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapDatabase database)
{
this.database = database;
}
private void addGroup(BeatmapGroup group)
{
groups.Add(group);
panels.Add(group.Header);
panels.AddRange(group.BeatmapPanels);
}
private void removeGroup(BeatmapGroup group)
{
groups.Remove(group);
panels.Remove(group.Header);
@ -65,18 +245,12 @@ namespace osu.Game.Screens.Select
scrollableContent.Remove(group.Header);
scrollableContent.Remove(group.BeatmapPanels);
if (selectedGroup == group)
SelectNext();
computeYPositions();
}
private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
{
yPositions.Add(currentY);
panel.MoveToY(currentY, animated ? 750 : 0, EasingTypes.OutExpo);
if (advance)
currentY += panel.DrawHeight + 5;
}
/// <summary>
/// Computes the target Y positions for every panel in the carousel.
/// </summary>
@ -99,7 +273,7 @@ namespace osu.Game.Screens.Select
foreach (BeatmapPanel panel in group.BeatmapPanels)
{
if (panel == SelectedPanel)
if (panel == selectedPanel)
selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
panel.MoveToX(-50, 500, EasingTypes.OutExpo);
@ -129,105 +303,62 @@ namespace osu.Game.Screens.Select
return selectedY;
}
public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
{
foreach (BeatmapGroup group in groups)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (panel != null)
{
selectGroup(group, panel, animated);
return;
}
}
yPositions.Add(currentY);
panel.MoveToY(currentY, animated ? 750 : 0, EasingTypes.OutExpo);
if (advance)
currentY += panel.DrawHeight + 5;
}
private void selectGroup(BeatmapGroup group, BeatmapPanel panel, bool animated = true)
private void selectGroup(BeatmapGroup group, BeatmapPanel panel = null, bool animated = true)
{
if (panel == null)
panel = group.BeatmapPanels.First();
Trace.Assert(group.BeatmapPanels.Contains(panel), @"Selected panel must be in provided group");
if (SelectedGroup != null && SelectedGroup != group && SelectedGroup.State != BeatmapGroupState.Hidden)
SelectedGroup.State = BeatmapGroupState.Collapsed;
if (selectedGroup != null && selectedGroup != group && selectedGroup.State != BeatmapGroupState.Hidden)
selectedGroup.State = BeatmapGroupState.Collapsed;
group.State = BeatmapGroupState.Expanded;
SelectedGroup = group;
selectedGroup = group;
panel.State = PanelSelectedState.Selected;
SelectedPanel = panel;
selectedPanel = panel;
float selectedY = computeYPositions(animated);
ScrollTo(selectedY, animated);
}
public void Sort(SortMode mode)
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
List<BeatmapGroup> sortedGroups = new List<BeatmapGroup>(groups);
switch (mode)
int direction = 0;
bool skipDifficulties = false;
switch (args.Key)
{
case SortMode.Artist:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist, StringComparison.InvariantCultureIgnoreCase));
case Key.Up:
direction = -1;
break;
case SortMode.Title:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title, StringComparison.InvariantCultureIgnoreCase));
case Key.Down:
direction = 1;
break;
case SortMode.Author:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author, StringComparison.InvariantCultureIgnoreCase));
case Key.Left:
direction = -1;
skipDifficulties = true;
break;
case SortMode.Difficulty:
sortedGroups.Sort((x, y) => x.BeatmapSet.MaxStarDifficulty.CompareTo(y.BeatmapSet.MaxStarDifficulty));
break;
default:
Sort(SortMode.Artist); // Temporary
case Key.Right:
direction = 1;
skipDifficulties = true;
break;
}
scrollableContent.Clear(false);
panels.Clear();
groups.Clear();
if (direction == 0)
return base.OnKeyDown(state, args);
foreach (BeatmapGroup group in sortedGroups)
AddGroup(group);
}
/// <summary>
/// Computes the x-offset of currently visible panels. Makes the carousel appear round.
/// </summary>
/// <param name="dist">
/// Vertical distance from the center of the carousel container
/// ranging from -1 to 1.
/// </param>
/// <param name="halfHeight">Half the height of the carousel container.</param>
private static float offsetX(float dist, float halfHeight)
{
// The radius of the circle the carousel moves on.
const float circle_radius = 3;
double discriminant = Math.Max(0, circle_radius * circle_radius - dist * dist);
float x = (circle_radius - (float)Math.Sqrt(discriminant)) * halfHeight;
return 125 + x;
}
/// <summary>
/// Update a panel's x position and multiplicative alpha based on its y position and
/// the current scroll position.
/// </summary>
/// <param name="p">The panel to be updated.</param>
/// <param name="halfHeight">Half the draw height of the carousel container.</param>
private void updatePanel(Panel p, float halfHeight)
{
var height = p.IsPresent ? p.DrawHeight : 0;
float panelDrawY = p.Position.Y - Current + height / 2;
float dist = Math.Abs(1f - panelDrawY / halfHeight);
// Setting the origin position serves as an additive position on top of potential
// local transformation we may want to apply (e.g. when a panel gets selected, we
// may want to smoothly transform it leftwards.)
p.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 0);
// We are applying a multiplicative alpha (which is internally done by nesting an
// 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));
SelectNext(direction, skipDifficulties);
return true;
}
protected override void Update()
@ -276,80 +407,46 @@ namespace osu.Game.Screens.Select
updatePanel(p, halfHeight);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
/// <summary>
/// Computes the x-offset of currently visible panels. Makes the carousel appear round.
/// </summary>
/// <param name="dist">
/// Vertical distance from the center of the carousel container
/// ranging from -1 to 1.
/// </param>
/// <param name="halfHeight">Half the height of the carousel container.</param>
private static float offsetX(float dist, float halfHeight)
{
int direction = 0;
bool skipDifficulties = false;
// The radius of the circle the carousel moves on.
const float circle_radius = 3;
double discriminant = Math.Max(0, circle_radius * circle_radius - dist * dist);
float x = (circle_radius - (float)Math.Sqrt(discriminant)) * halfHeight;
switch (args.Key)
{
case Key.Up:
direction = -1;
break;
case Key.Down:
direction = 1;
break;
case Key.Left:
direction = -1;
skipDifficulties = true;
break;
case Key.Right:
direction = 1;
skipDifficulties = true;
break;
}
if (direction == 0)
return base.OnKeyDown(state, args);
SelectNext(direction, skipDifficulties);
return true;
return 125 + x;
}
public void SelectNext(int direction = 1, bool skipDifficulties = true)
/// <summary>
/// Update a panel's x position and multiplicative alpha based on its y position and
/// the current scroll position.
/// </summary>
/// <param name="p">The panel to be updated.</param>
/// <param name="halfHeight">Half the draw height of the carousel container.</param>
private void updatePanel(Panel p, float halfHeight)
{
if (!skipDifficulties && SelectedGroup != null)
{
int i = SelectedGroup.BeatmapPanels.IndexOf(SelectedPanel) + direction;
var height = p.IsPresent ? p.DrawHeight : 0;
if (i >= 0 && i < SelectedGroup.BeatmapPanels.Count)
{
//changing difficulty panel, not set.
selectGroup(SelectedGroup, SelectedGroup.BeatmapPanels[i]);
return;
}
}
float panelDrawY = p.Position.Y - Current + height / 2;
float dist = Math.Abs(1f - panelDrawY / halfHeight);
int startIndex = groups.IndexOf(SelectedGroup);
int index = startIndex;
// Setting the origin position serves as an additive position on top of potential
// local transformation we may want to apply (e.g. when a panel gets selected, we
// may want to smoothly transform it leftwards.)
p.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 0);
do
{
index = (index + direction + groups.Count) % groups.Count;
if (groups[index].State != BeatmapGroupState.Hidden)
{
SelectBeatmap(groups[index].BeatmapPanels.First().Beatmap);
return;
}
} while (index != startIndex);
// We are applying a multiplicative alpha (which is internally done by nesting an
// 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();
}
}

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@ -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;
}