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Custom LifetimeList (experimental).
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4184dd2329
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@ -60,7 +60,6 @@ namespace osu.Game.Beatmaps.Drawables
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Header = new BeatmapSetHeader(beatmap)
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{
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Depth = 1,
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GainedSelection = headerGainedSelection,
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RelativeSizeAxes = Axes.X,
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};
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@ -15,7 +15,11 @@ namespace osu.Game.Beatmaps.Drawables
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{
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public const float MAX_HEIGHT = 80;
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public bool Hidden => Alpha == 0 && Transforms.Count == 0;
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public override bool RemoveWhenNotAlive => false;
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public bool OnScreen;
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public override bool IsAlive => OnScreen;
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private Container nestedContainer;
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@ -10,39 +10,85 @@ using osu.Game.Database;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps.Drawables;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.Select
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{
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class CarouselContainer : ScrollContainer
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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 BeatmapGroup SelectedGroup { get; private set; }
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public BeatmapPanel SelectedPanel { get; private set; }
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private List<float> yPositions = new List<float>();
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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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private List<float> yPositions = new List<float>();
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private CarouselLifetimeList<Panel> Lifetime;
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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>(Lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
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{
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RelativeSizeAxes = Axes.X,
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});
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}
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internal class CarouselLifetimeList<T> : LifetimeList<Panel>
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{
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public CarouselLifetimeList(IComparer<Panel> comparer)
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: base(comparer)
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{
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}
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public int StartIndex;
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public int EndIndex;
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public override bool Update(FrameTimeInfo time)
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{
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RelativeSizeAxes = Axes.X,
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});
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}
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bool anyAliveChanged = false;
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//check existing items to make sure they haven't died.
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foreach (var item in AliveItems.ToArray())
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{
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item.UpdateTime(time);
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if (!item.IsAlive)
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{
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//todo: make this more efficient
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int i = IndexOf(item);
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anyAliveChanged |= CheckItem(item, ref i);
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}
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}
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//handle custom range
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for (int i = StartIndex; i < EndIndex; i++)
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{
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var item = this[i];
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item.UpdateTime(time);
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anyAliveChanged |= CheckItem(item, ref i);
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}
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return anyAliveChanged;
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}
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}
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public void AddGroup(BeatmapGroup group)
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{
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group.State = BeatmapGroupState.Collapsed;
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groups.Add(group);
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panels.Add(group.Header);
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group.Header.Depth = scrollableContent.Children.Count();
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scrollableContent.Add(group.Header);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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panels.Add(panel);
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{
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panel.Depth = scrollableContent.Children.Count();
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scrollableContent.Add(panel);
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}
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computeYPositions();
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}
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@ -134,7 +180,7 @@ namespace osu.Game.Screens.Select
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ScrollTo(selectedY);
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}
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private static float offsetX(Panel panel, float dist, float halfHeight)
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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 = 4;
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@ -144,28 +190,16 @@ namespace osu.Game.Screens.Select
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return 125 + x;
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}
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private void addPanel(int index)
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{
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Panel panel = panels[index];
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if (panel.Hidden)
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return;
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if (!scrollableContent.Contains(panel))
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{
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panel.Depth = index + (panel is BeatmapSetHeader ? panels.Count : 0);
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scrollableContent.Add(panel);
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}
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}
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protected override void Update()
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{
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base.Update();
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float drawHeight = DrawHeight;
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scrollableContent.RemoveAll(delegate (Panel p)
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Lifetime.AliveItems.ForEach(delegate (Panel p)
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{
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float panelPosY = p.Position.Y;
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return panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !IsVisible;
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p.OnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight;
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});
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int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
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@ -173,19 +207,24 @@ namespace osu.Game.Screens.Select
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int lastIndex = yPositions.BinarySearch(Current + drawHeight);
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if (lastIndex < 0) lastIndex = ~lastIndex;
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for (int i = firstIndex; i < lastIndex; ++i)
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addPanel(i);
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Lifetime.StartIndex = firstIndex;
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Lifetime.EndIndex = lastIndex;
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float halfHeight = drawHeight / 2;
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foreach (Panel panel in scrollableContent.Children)
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for (int i = firstIndex; i < lastIndex; ++i)
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{
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var panel = Lifetime[i];
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panel.OnScreen = true;
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float panelDrawY = panel.Position.Y - Current + panel.DrawHeight / 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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panel.OriginPosition = new Vector2(-offsetX(panel, dist, halfHeight), 0);
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panel.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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