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Merge branch 'master' into spectator-list-visuals

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Bartłomiej Dach 2025-01-16 14:07:53 +01:00 committed by GitHub
commit e3b780d0fb
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31 changed files with 1456 additions and 73 deletions

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@ -9,7 +9,7 @@
]
},
"nvika": {
"version": "3.0.0",
"version": "4.0.0",
"commands": [
"nvika"
]

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@ -10,7 +10,7 @@
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework.Android" Version="2025.114.1" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2025.115.0" />
</ItemGroup>
<PropertyGroup>
<!-- Fody does not handle Android build well, and warns when unchanged.

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@ -159,27 +159,26 @@ namespace osu.Game.Rulesets.Catch.Objects
{
// Note that this implementation is shared with the osu! ruleset's implementation.
// If a change is made here, OsuHitObject.cs should also be updated.
ComboIndex = lastObj?.ComboIndex ?? 0;
ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
int index = lastObj?.ComboIndex ?? 0;
int indexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
int inCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
if (this is BananaShower)
// - For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
// - At decode time, the first hitobject in the beatmap and the first hitobject after a banana shower are both enforced to be a new combo,
// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
if (this is not BananaShower && (NewCombo || lastObj == null || lastObj is BananaShower))
{
// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
return;
}
// At decode time, the first hitobject in the beatmap and the first hitobject after a banana shower are both enforced to be a new combo,
// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
if (NewCombo || lastObj == null || lastObj is BananaShower)
{
IndexInCurrentCombo = 0;
ComboIndex++;
ComboIndexWithOffsets += ComboOffset + 1;
inCurrentCombo = 0;
index++;
indexWithOffsets += ComboOffset + 1;
if (lastObj != null)
lastObj.LastInCombo = true;
}
ComboIndex = index;
ComboIndexWithOffsets = indexWithOffsets;
IndexInCurrentCombo = inCurrentCombo;
}
protected override HitWindows CreateHitWindows() => HitWindows.Empty;

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@ -6,6 +6,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
@ -17,6 +18,7 @@ using osu.Framework.Graphics.Textures;
using osu.Framework.Testing;
using osu.Framework.Testing.Input;
using osu.Game.Audio;
using osu.Game.Rulesets.Osu.Skinning;
using osu.Game.Rulesets.Osu.Skinning.Legacy;
using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Skinning;
@ -103,6 +105,23 @@ namespace osu.Game.Rulesets.Osu.Tests
AddStep("contract", () => this.ChildrenOfType<CursorTrail>().Single().NewPartScale = Vector2.One);
}
[Test]
public void TestRotation()
{
createTest(() =>
{
var skinContainer = new LegacySkinContainer(renderer, provideMiddle: true, enableRotation: true);
var legacyCursorTrail = new LegacyRotatingCursorTrail(skinContainer)
{
NewPartScale = new Vector2(10)
};
skinContainer.Child = legacyCursorTrail;
return skinContainer;
});
}
private void createTest(Func<Drawable> createContent) => AddStep("create trail", () =>
{
Clear();
@ -121,12 +140,14 @@ namespace osu.Game.Rulesets.Osu.Tests
private readonly IRenderer renderer;
private readonly bool provideMiddle;
private readonly bool provideCursor;
private readonly bool enableRotation;
public LegacySkinContainer(IRenderer renderer, bool provideMiddle, bool provideCursor = true)
public LegacySkinContainer(IRenderer renderer, bool provideMiddle, bool provideCursor = true, bool enableRotation = false)
{
this.renderer = renderer;
this.provideMiddle = provideMiddle;
this.provideCursor = provideCursor;
this.enableRotation = enableRotation;
RelativeSizeAxes = Axes.Both;
}
@ -152,7 +173,19 @@ namespace osu.Game.Rulesets.Osu.Tests
public ISample GetSample(ISampleInfo sampleInfo) => null;
public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup) => null;
public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup)
{
switch (lookup)
{
case OsuSkinConfiguration osuLookup:
if (osuLookup == OsuSkinConfiguration.CursorTrailRotate)
return SkinUtils.As<TValue>(new BindableBool(enableRotation));
break;
}
return null;
}
public ISkin FindProvider(Func<ISkin, bool> lookupFunction) => lookupFunction(this) ? this : null;
@ -185,5 +218,19 @@ namespace osu.Game.Rulesets.Osu.Tests
MoveMouseTo(ToScreenSpace(DrawSize / 2 + DrawSize / 3 * rPos));
}
}
private partial class LegacyRotatingCursorTrail : LegacyCursorTrail
{
public LegacyRotatingCursorTrail([NotNull] ISkin skin)
: base(skin)
{
}
protected override void Update()
{
base.Update();
PartRotation += (float)(Time.Elapsed * 0.1);
}
}
}
}

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@ -184,27 +184,26 @@ namespace osu.Game.Rulesets.Osu.Objects
{
// Note that this implementation is shared with the osu!catch ruleset's implementation.
// If a change is made here, CatchHitObject.cs should also be updated.
ComboIndex = lastObj?.ComboIndex ?? 0;
ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
int index = lastObj?.ComboIndex ?? 0;
int indexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
int inCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
if (this is Spinner)
// - For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
// - At decode time, the first hitobject in the beatmap and the first hitobject after a spinner are both enforced to be a new combo,
// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
if (this is not Spinner && (NewCombo || lastObj == null || lastObj is Spinner))
{
// For the purpose of combo colours, spinners never start a new combo even if they are flagged as doing so.
return;
}
// At decode time, the first hitobject in the beatmap and the first hitobject after a spinner are both enforced to be a new combo,
// but this isn't directly enforced by the editor so the extra checks against the last hitobject are duplicated here.
if (NewCombo || lastObj == null || lastObj is Spinner)
{
IndexInCurrentCombo = 0;
ComboIndex++;
ComboIndexWithOffsets += ComboOffset + 1;
inCurrentCombo = 0;
index++;
indexWithOffsets += ComboOffset + 1;
if (lastObj != null)
lastObj.LastInCombo = true;
}
ComboIndex = index;
ComboIndexWithOffsets = indexWithOffsets;
IndexInCurrentCombo = inCurrentCombo;
}
protected override HitWindows CreateHitWindows() => new OsuHitWindows();

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@ -11,6 +11,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public partial class LegacyCursor : SkinnableCursor
{
public static readonly int REVOLUTION_DURATION = 10000;
private const float pressed_scale = 1.3f;
private const float released_scale = 1f;
@ -52,7 +54,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
protected override void LoadComplete()
{
if (spin)
ExpandTarget.Spin(10000, RotationDirection.Clockwise);
ExpandTarget.Spin(REVOLUTION_DURATION, RotationDirection.Clockwise);
}
public override void Expand()

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@ -34,6 +34,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
private void load(OsuConfigManager config, ISkinSource skinSource)
{
cursorSize = config.GetBindable<float>(OsuSetting.GameplayCursorSize).GetBoundCopy();
AllowPartRotation = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.CursorTrailRotate)?.Value ?? true;
Texture = skin.GetTexture("cursortrail");

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@ -9,6 +9,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
CursorCentre,
CursorExpand,
CursorRotate,
CursorTrailRotate,
HitCircleOverlayAboveNumber,
// ReSharper disable once IdentifierTypo

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@ -34,19 +34,24 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
/// </summary>
protected virtual float FadeExponent => 1.7f;
private readonly TrailPart[] parts = new TrailPart[max_sprites];
private int currentIndex;
private IShader shader;
private double timeOffset;
private float time;
/// <summary>
/// The scale used on creation of a new trail part.
/// </summary>
public Vector2 NewPartScale = Vector2.One;
public Vector2 NewPartScale { get; set; } = Vector2.One;
private Anchor trailOrigin = Anchor.Centre;
/// <summary>
/// The rotation (in degrees) to apply to trail parts when <see cref="AllowPartRotation"/> is <c>true</c>.
/// </summary>
public float PartRotation { get; set; }
/// <summary>
/// Whether to rotate trail parts based on the value of <see cref="PartRotation"/>.
/// </summary>
protected bool AllowPartRotation { get; set; }
/// <summary>
/// The trail part texture origin.
/// </summary>
protected Anchor TrailOrigin
{
get => trailOrigin;
@ -57,6 +62,13 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
}
}
private readonly TrailPart[] parts = new TrailPart[max_sprites];
private Anchor trailOrigin = Anchor.Centre;
private int currentIndex;
private IShader shader;
private double timeOffset;
private float time;
public CursorTrail()
{
// as we are currently very dependent on having a running clock, let's make our own clock for the time being.
@ -220,6 +232,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private float time;
private float fadeExponent;
private float angle;
private readonly TrailPart[] parts = new TrailPart[max_sprites];
private Vector2 originPosition;
@ -239,6 +252,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
texture = Source.texture;
time = Source.time;
fadeExponent = Source.FadeExponent;
angle = Source.AllowPartRotation ? float.DegreesToRadians(Source.PartRotation) : 0;
originPosition = Vector2.Zero;
@ -279,6 +293,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
renderer.PushLocalMatrix(DrawInfo.Matrix);
float sin = MathF.Sin(angle);
float cos = MathF.Cos(angle);
foreach (var part in parts)
{
if (part.InvalidationID == -1)
@ -289,7 +306,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y),
Position = rotateAround(
new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y),
part.Position, sin, cos),
TexturePosition = textureRect.BottomLeft,
TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.BottomLeft.Linear,
@ -298,7 +317,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y),
Position = rotateAround(
new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X,
part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y), part.Position, sin, cos),
TexturePosition = textureRect.BottomRight,
TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.BottomRight.Linear,
@ -307,7 +328,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y),
Position = rotateAround(
new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y),
part.Position, sin, cos),
TexturePosition = textureRect.TopRight,
TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.TopRight.Linear,
@ -316,7 +339,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y),
Position = rotateAround(
new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y),
part.Position, sin, cos),
TexturePosition = textureRect.TopLeft,
TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.TopLeft.Linear,
@ -330,6 +355,14 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
shader.Unbind();
}
private static Vector2 rotateAround(Vector2 input, Vector2 origin, float sin, float cos)
{
float xTranslated = input.X - origin.X;
float yTranslated = input.Y - origin.Y;
return new Vector2(xTranslated * cos - yTranslated * sin, xTranslated * sin + yTranslated * cos) + origin;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);

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@ -36,6 +36,11 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
/// </summary>
public Vector2 CurrentExpandedScale => skinnableCursor.ExpandTarget?.Scale ?? Vector2.One;
/// <summary>
/// The current rotation of the cursor.
/// </summary>
public float CurrentRotation => skinnableCursor.ExpandTarget?.Rotation ?? 0;
public IBindable<float> CursorScale => cursorScale;
/// <summary>

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@ -83,7 +83,10 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
base.Update();
if (cursorTrail.Drawable is CursorTrail trail)
{
trail.NewPartScale = ActiveCursor.CurrentExpandedScale;
trail.PartRotation = ActiveCursor.CurrentRotation;
}
}
public bool OnPressed(KeyBindingPressEvent<OsuAction> e)

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@ -3,6 +3,7 @@
#nullable disable
using System.Linq;
using System.Threading;
using NUnit.Framework;
using osu.Framework.Allocation;
@ -15,6 +16,7 @@ using osu.Framework.Input.Events;
using osu.Framework.Input.States;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
@ -31,6 +33,7 @@ using osu.Game.Screens.Play;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Storyboards.Drawables;
using osu.Game.Tests.Resources;
using osuTK;
using osuTK.Graphics;
@ -45,6 +48,7 @@ namespace osu.Game.Tests.Visual.Background
private LoadBlockingTestPlayer player;
private BeatmapManager manager;
private RulesetStore rulesets;
private UpdateCounter storyboardUpdateCounter;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
@ -194,6 +198,28 @@ namespace osu.Game.Tests.Visual.Background
AddUntilStep("Storyboard is visible", () => player.IsStoryboardVisible);
}
[Test]
public void TestStoryboardUpdatesWhenDimmed()
{
performFullSetup();
createFakeStoryboard();
AddStep("Enable fully dimmed storyboard", () =>
{
player.StoryboardReplacesBackground.Value = true;
player.StoryboardEnabled.Value = true;
player.DimmableStoryboard.IgnoreUserSettings.Value = false;
songSelect.DimLevel.Value = 1f;
});
AddUntilStep("Storyboard is invisible", () => !player.IsStoryboardVisible);
AddWaitStep("wait some", 20);
AddUntilStep("Storyboard is always present", () => player.ChildrenOfType<DrawableStoryboard>().Single().AlwaysPresent, () => Is.True);
AddUntilStep("Dimmable storyboard content is being updated", () => storyboardUpdateCounter.StoryboardContentLastUpdated, () => Is.EqualTo(Time.Current).Within(100));
}
[Test]
public void TestStoryboardIgnoreUserSettings()
{
@ -269,15 +295,19 @@ namespace osu.Game.Tests.Visual.Background
{
player.StoryboardEnabled.Value = false;
player.StoryboardReplacesBackground.Value = false;
player.DimmableStoryboard.Add(new OsuSpriteText
player.DimmableStoryboard.AddRange(new Drawable[]
{
Size = new Vector2(500, 50),
Alpha = 1,
Colour = Color4.White,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = "THIS IS A STORYBOARD",
Font = new FontUsage(size: 50)
storyboardUpdateCounter = new UpdateCounter(),
new OsuSpriteText
{
Size = new Vector2(500, 50),
Alpha = 1,
Colour = Color4.White,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = "THIS IS A STORYBOARD",
Font = new FontUsage(size: 50)
}
});
});
@ -353,7 +383,7 @@ namespace osu.Game.Tests.Visual.Background
/// <summary>
/// Make sure every time a screen gets pushed, the background doesn't get replaced
/// </summary>
/// <returns>Whether or not the original background (The one created in DummySongSelect) is still the current background</returns>
/// <returns>Whether the original background (The one created in DummySongSelect) is still the current background</returns>
public bool IsBackgroundCurrent() => background?.IsCurrentScreen() == true;
}
@ -384,7 +414,7 @@ namespace osu.Game.Tests.Visual.Background
public new DimmableStoryboard DimmableStoryboard => base.DimmableStoryboard;
// Whether or not the player should be allowed to load.
// Whether the player should be allowed to load.
public bool BlockLoad;
public Bindable<bool> StoryboardEnabled;
@ -451,6 +481,17 @@ namespace osu.Game.Tests.Visual.Background
}
}
private partial class UpdateCounter : Drawable
{
public double StoryboardContentLastUpdated;
protected override void Update()
{
base.Update();
StoryboardContentLastUpdated = Time.Current;
}
}
private partial class TestDimmableBackground : BackgroundScreenBeatmap.DimmableBackground
{
public Color4 CurrentColour => Content.Colour;

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@ -0,0 +1,273 @@
// 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 System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics.Containers;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Filter;
using osu.Game.Screens.SelectV2;
using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Resources;
using osuTK.Graphics;
using BeatmapCarousel = osu.Game.Screens.SelectV2.BeatmapCarousel;
namespace osu.Game.Tests.Visual.SongSelect
{
[TestFixture]
public partial class TestSceneBeatmapCarouselV2 : OsuManualInputManagerTestScene
{
private readonly BindableList<BeatmapSetInfo> beatmapSets = new BindableList<BeatmapSetInfo>();
[Cached(typeof(BeatmapStore))]
private BeatmapStore store;
private OsuTextFlowContainer stats = null!;
private BeatmapCarousel carousel = null!;
private OsuScrollContainer scroll => carousel.ChildrenOfType<OsuScrollContainer>().Single();
private int beatmapCount;
public TestSceneBeatmapCarouselV2()
{
store = new TestBeatmapStore
{
BeatmapSets = { BindTarget = beatmapSets }
};
beatmapSets.BindCollectionChanged((_, _) =>
{
beatmapCount = beatmapSets.Sum(s => s.Beatmaps.Count);
});
Scheduler.AddDelayed(updateStats, 100, true);
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("create components", () =>
{
beatmapSets.Clear();
Box topBox;
Children = new Drawable[]
{
new GridContainer
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.Relative, 1),
},
RowDimensions = new[]
{
new Dimension(GridSizeMode.Absolute, 200),
new Dimension(),
new Dimension(GridSizeMode.Absolute, 200),
},
Content = new[]
{
new Drawable[]
{
topBox = new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Colour = Color4.Cyan,
RelativeSizeAxes = Axes.Both,
Alpha = 0.4f,
},
},
new Drawable[]
{
carousel = new BeatmapCarousel
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Width = 500,
RelativeSizeAxes = Axes.Y,
},
},
new[]
{
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Colour = Color4.Cyan,
RelativeSizeAxes = Axes.Both,
Alpha = 0.4f,
},
topBox.CreateProxy(),
}
}
},
stats = new OsuTextFlowContainer(cp => cp.Font = FrameworkFont.Regular.With())
{
Padding = new MarginPadding(10),
TextAnchor = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
},
};
});
AddStep("sort by title", () =>
{
carousel.Filter(new FilterCriteria { Sort = SortMode.Title });
});
}
[Test]
public void TestBasic()
{
AddStep("add 10 beatmaps", () =>
{
for (int i = 0; i < 10; i++)
beatmapSets.Add(TestResources.CreateTestBeatmapSetInfo(RNG.Next(1, 4)));
});
AddStep("add 1 beatmap", () => beatmapSets.Add(TestResources.CreateTestBeatmapSetInfo(RNG.Next(1, 4))));
AddStep("remove all beatmaps", () => beatmapSets.Clear());
}
[Test]
public void TestSorting()
{
AddStep("add 10 beatmaps", () =>
{
for (int i = 0; i < 10; i++)
beatmapSets.Add(TestResources.CreateTestBeatmapSetInfo(RNG.Next(1, 4)));
});
AddStep("sort by difficulty", () =>
{
carousel.Filter(new FilterCriteria { Sort = SortMode.Difficulty });
});
AddStep("sort by artist", () =>
{
carousel.Filter(new FilterCriteria { Sort = SortMode.Artist });
});
}
[Test]
public void TestScrollPositionMaintainedOnAddSecondSelected()
{
Quad positionBefore = default;
AddStep("add 10 beatmaps", () =>
{
for (int i = 0; i < 10; i++)
beatmapSets.Add(TestResources.CreateTestBeatmapSetInfo(RNG.Next(1, 4)));
});
AddUntilStep("visual item added", () => carousel.ChildrenOfType<BeatmapCarouselPanel>().Count(), () => Is.GreaterThan(0));
AddStep("select middle beatmap", () => carousel.CurrentSelection = beatmapSets.ElementAt(beatmapSets.Count - 2));
AddStep("scroll to selected item", () => scroll.ScrollTo(scroll.ChildrenOfType<BeatmapCarouselPanel>().Single(p => p.Item!.Selected.Value)));
AddUntilStep("wait for scroll finished", () => scroll.Current, () => Is.EqualTo(scroll.Target));
AddStep("save selected screen position", () => positionBefore = carousel.ChildrenOfType<BeatmapCarouselPanel>().FirstOrDefault(p => p.Item!.Selected.Value)!.ScreenSpaceDrawQuad);
AddStep("remove first beatmap", () => beatmapSets.Remove(beatmapSets.Last()));
AddUntilStep("sorting finished", () => carousel.IsFiltering, () => Is.False);
AddAssert("select screen position unchanged", () => carousel.ChildrenOfType<BeatmapCarouselPanel>().Single(p => p.Item!.Selected.Value).ScreenSpaceDrawQuad,
() => Is.EqualTo(positionBefore));
}
[Test]
public void TestScrollPositionMaintainedOnAddLastSelected()
{
Quad positionBefore = default;
AddStep("add 10 beatmaps", () =>
{
for (int i = 0; i < 10; i++)
beatmapSets.Add(TestResources.CreateTestBeatmapSetInfo(RNG.Next(1, 4)));
});
AddUntilStep("visual item added", () => carousel.ChildrenOfType<BeatmapCarouselPanel>().Count(), () => Is.GreaterThan(0));
AddStep("scroll to last item", () => scroll.ScrollToEnd(false));
AddStep("select last beatmap", () => carousel.CurrentSelection = beatmapSets.First());
AddUntilStep("wait for scroll finished", () => scroll.Current, () => Is.EqualTo(scroll.Target));
AddStep("save selected screen position", () => positionBefore = carousel.ChildrenOfType<BeatmapCarouselPanel>().FirstOrDefault(p => p.Item!.Selected.Value)!.ScreenSpaceDrawQuad);
AddStep("remove first beatmap", () => beatmapSets.Remove(beatmapSets.Last()));
AddUntilStep("sorting finished", () => carousel.IsFiltering, () => Is.False);
AddAssert("select screen position unchanged", () => carousel.ChildrenOfType<BeatmapCarouselPanel>().Single(p => p.Item!.Selected.Value).ScreenSpaceDrawQuad,
() => Is.EqualTo(positionBefore));
}
[Test]
public void TestAddRemoveOneByOne()
{
AddRepeatStep("add beatmaps", () => beatmapSets.Add(TestResources.CreateTestBeatmapSetInfo(RNG.Next(1, 4))), 20);
AddRepeatStep("remove beatmaps", () => beatmapSets.RemoveAt(RNG.Next(0, beatmapSets.Count)), 20);
}
[Test]
[Explicit]
public void TestInsane()
{
const int count = 200000;
List<BeatmapSetInfo> generated = new List<BeatmapSetInfo>();
AddStep($"populate {count} test beatmaps", () =>
{
generated.Clear();
Task.Run(() =>
{
for (int j = 0; j < count; j++)
generated.Add(TestResources.CreateTestBeatmapSetInfo(RNG.Next(1, 4)));
}).ConfigureAwait(true);
});
AddUntilStep("wait for beatmaps populated", () => generated.Count, () => Is.GreaterThan(count / 3));
AddUntilStep("this takes a while", () => generated.Count, () => Is.GreaterThan(count / 3 * 2));
AddUntilStep("maybe they are done now", () => generated.Count, () => Is.EqualTo(count));
AddStep("add all beatmaps", () => beatmapSets.AddRange(generated));
}
private void updateStats()
{
if (carousel.IsNull())
return;
stats.Text = $"""
store
sets: {beatmapSets.Count}
beatmaps: {beatmapCount}
carousel:
sorting: {carousel.IsFiltering}
tracked: {carousel.ItemsTracked}
displayable: {carousel.DisplayableItems}
displayed: {carousel.VisibleItems}
""";
}
}
}

View File

@ -112,8 +112,14 @@ namespace osu.Game.Online.API
config.BindWith(OsuSetting.UserOnlineStatus, configStatus);
// Early call to ensure the local user / "logged in" state is correct immediately.
setPlaceholderLocalUser();
if (HasLogin)
{
// Early call to ensure the local user / "logged in" state is correct immediately.
setPlaceholderLocalUser();
// This is required so that Queue() requests during startup sequence don't fail due to "not logged in".
state.Value = APIState.Connecting;
}
localUser.BindValueChanged(u =>
{

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@ -87,19 +87,23 @@ namespace osu.Game.Rulesets.Objects.Types
/// <param name="lastObj">The previous hitobject, or null if this is the first object in the beatmap.</param>
void UpdateComboInformation(IHasComboInformation? lastObj)
{
ComboIndex = lastObj?.ComboIndex ?? 0;
ComboIndexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
IndexInCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
int index = lastObj?.ComboIndex ?? 0;
int indexWithOffsets = lastObj?.ComboIndexWithOffsets ?? 0;
int inCurrentCombo = (lastObj?.IndexInCurrentCombo + 1) ?? 0;
if (NewCombo || lastObj == null)
{
IndexInCurrentCombo = 0;
ComboIndex++;
ComboIndexWithOffsets += ComboOffset + 1;
inCurrentCombo = 0;
index++;
indexWithOffsets += ComboOffset + 1;
if (lastObj != null)
lastObj.LastInCombo = true;
}
ComboIndex = index;
ComboIndexWithOffsets = indexWithOffsets;
IndexInCurrentCombo = inCurrentCombo;
}
}
}

View File

@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
/// <remarks>
/// This miss window should determine how early a hit can be before it is considered for judgement (as opposed to being ignored as
/// "too far in the future). It should also define when a forced miss should be triggered (as a result of no user input in time).
/// "too far in the future"). It should also define when a forced miss should be triggered (as a result of no user input in time).
/// </remarks>
[Description(@"Miss")]
[EnumMember(Value = "miss")]

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@ -69,7 +69,22 @@ namespace osu.Game.Screens.Play
protected override void LoadComplete()
{
ShowStoryboard.BindValueChanged(_ => initializeStoryboard(true), true);
ShowStoryboard.BindValueChanged(show =>
{
initializeStoryboard(true);
if (drawableStoryboard != null)
{
// Regardless of user dim setting, for the time being we need to ensure storyboards are still updated in the background (even if not displayed).
// If we don't do this, an intensive storyboard will have a lot of catch-up work to do at the start of a break, causing a huge stutter.
//
// This can be reconsidered when https://github.com/ppy/osu-framework/issues/6491 is resolved.
bool alwaysPresent = show.NewValue;
Content.AlwaysPresent = alwaysPresent;
drawableStoryboard.AlwaysPresent = alwaysPresent;
}
}, true);
base.LoadComplete();
}

View File

@ -165,13 +165,14 @@ namespace osu.Game.Screens.Play.PlayerSettings
if (setInfo == null) // only the case for tests.
return;
// Apply to all difficulties in a beatmap set for now (they generally always share timing).
// Apply to all difficulties in a beatmap set if they have the same audio
// (they generally always share timing).
foreach (var b in setInfo.Beatmaps)
{
BeatmapUserSettings userSettings = b.UserSettings;
double val = Current.Value;
if (userSettings.Offset != val)
if (userSettings.Offset != val && b.AudioEquals(beatmap.Value.BeatmapInfo))
userSettings.Offset = val;
}
});

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@ -0,0 +1,106 @@
// 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 System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Pooling;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.Select;
namespace osu.Game.Screens.SelectV2
{
[Cached]
public partial class BeatmapCarousel : Carousel<BeatmapInfo>
{
private IBindableList<BeatmapSetInfo> detachedBeatmaps = null!;
private readonly DrawablePool<BeatmapCarouselPanel> carouselPanelPool = new DrawablePool<BeatmapCarouselPanel>(100);
private readonly LoadingLayer loading;
public BeatmapCarousel()
{
DebounceDelay = 100;
DistanceOffscreenToPreload = 100;
Filters = new ICarouselFilter[]
{
new BeatmapCarouselFilterSorting(() => Criteria),
new BeatmapCarouselFilterGrouping(() => Criteria),
};
AddInternal(carouselPanelPool);
AddInternal(loading = new LoadingLayer(dimBackground: true));
}
[BackgroundDependencyLoader]
private void load(BeatmapStore beatmapStore, CancellationToken? cancellationToken)
{
detachedBeatmaps = beatmapStore.GetBeatmapSets(cancellationToken);
detachedBeatmaps.BindCollectionChanged(beatmapSetsChanged, true);
}
protected override Drawable GetDrawableForDisplay(CarouselItem item) => carouselPanelPool.Get();
protected override CarouselItem CreateCarouselItemForModel(BeatmapInfo model) => new BeatmapCarouselItem(model);
private void beatmapSetsChanged(object? beatmaps, NotifyCollectionChangedEventArgs changed)
{
// TODO: moving management of BeatmapInfo tracking to BeatmapStore might be something we want to consider.
// right now we are managing this locally which is a bit of added overhead.
IEnumerable<BeatmapSetInfo>? newBeatmapSets = changed.NewItems?.Cast<BeatmapSetInfo>();
IEnumerable<BeatmapSetInfo>? beatmapSetInfos = changed.OldItems?.Cast<BeatmapSetInfo>();
switch (changed.Action)
{
case NotifyCollectionChangedAction.Add:
Items.AddRange(newBeatmapSets!.SelectMany(s => s.Beatmaps));
break;
case NotifyCollectionChangedAction.Remove:
foreach (var set in beatmapSetInfos!)
{
foreach (var beatmap in set.Beatmaps)
Items.RemoveAll(i => i is BeatmapInfo bi && beatmap.Equals(bi));
}
break;
case NotifyCollectionChangedAction.Move:
case NotifyCollectionChangedAction.Replace:
throw new NotImplementedException();
case NotifyCollectionChangedAction.Reset:
Items.Clear();
break;
}
}
public FilterCriteria Criteria { get; private set; } = new FilterCriteria();
public void Filter(FilterCriteria criteria)
{
Criteria = criteria;
FilterAsync().FireAndForget();
}
protected override async Task FilterAsync()
{
loading.Show();
await base.FilterAsync().ConfigureAwait(true);
loading.Hide();
}
}
}

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@ -0,0 +1,60 @@
// 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 System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Game.Beatmaps;
using osu.Game.Screens.Select;
namespace osu.Game.Screens.SelectV2
{
public class BeatmapCarouselFilterGrouping : ICarouselFilter
{
private readonly Func<FilterCriteria> getCriteria;
public BeatmapCarouselFilterGrouping(Func<FilterCriteria> getCriteria)
{
this.getCriteria = getCriteria;
}
public async Task<IEnumerable<CarouselItem>> Run(IEnumerable<CarouselItem> items, CancellationToken cancellationToken) => await Task.Run(() =>
{
var criteria = getCriteria();
if (criteria.SplitOutDifficulties)
{
foreach (var item in items)
((BeatmapCarouselItem)item).HasGroupHeader = false;
return items;
}
CarouselItem? lastItem = null;
var newItems = new List<CarouselItem>(items.Count());
foreach (var item in items)
{
cancellationToken.ThrowIfCancellationRequested();
if (item.Model is BeatmapInfo b)
{
// Add set header
if (lastItem == null || (lastItem.Model is BeatmapInfo b2 && b2.BeatmapSet!.OnlineID != b.BeatmapSet!.OnlineID))
newItems.Add(new BeatmapCarouselItem(b.BeatmapSet!) { IsGroupHeader = true });
}
newItems.Add(item);
lastItem = item;
var beatmapCarouselItem = (BeatmapCarouselItem)item;
beatmapCarouselItem.HasGroupHeader = true;
}
return newItems;
}, cancellationToken).ConfigureAwait(false);
}
}

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@ -0,0 +1,65 @@
// 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 System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Game.Beatmaps;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Filter;
using osu.Game.Utils;
namespace osu.Game.Screens.SelectV2
{
public class BeatmapCarouselFilterSorting : ICarouselFilter
{
private readonly Func<FilterCriteria> getCriteria;
public BeatmapCarouselFilterSorting(Func<FilterCriteria> getCriteria)
{
this.getCriteria = getCriteria;
}
public async Task<IEnumerable<CarouselItem>> Run(IEnumerable<CarouselItem> items, CancellationToken cancellationToken) => await Task.Run(() =>
{
var criteria = getCriteria();
return items.OrderDescending(Comparer<CarouselItem>.Create((a, b) =>
{
int comparison = 0;
if (a.Model is BeatmapInfo ab && b.Model is BeatmapInfo bb)
{
switch (criteria.Sort)
{
case SortMode.Artist:
comparison = OrdinalSortByCaseStringComparer.DEFAULT.Compare(ab.BeatmapSet!.Metadata.Artist, bb.BeatmapSet!.Metadata.Artist);
if (comparison == 0)
goto case SortMode.Title;
break;
case SortMode.Difficulty:
comparison = ab.StarRating.CompareTo(bb.StarRating);
break;
case SortMode.Title:
comparison = OrdinalSortByCaseStringComparer.DEFAULT.Compare(ab.BeatmapSet!.Metadata.Title, bb.BeatmapSet!.Metadata.Title);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
if (comparison != 0) return comparison;
if (a is BeatmapCarouselItem aItem && b is BeatmapCarouselItem bItem)
return aItem.ID.CompareTo(bItem.ID);
return 0;
}));
}, cancellationToken).ConfigureAwait(false);
}
}

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@ -0,0 +1,48 @@
// 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 System;
using osu.Game.Beatmaps;
using osu.Game.Database;
namespace osu.Game.Screens.SelectV2
{
public class BeatmapCarouselItem : CarouselItem
{
public readonly Guid ID;
/// <summary>
/// Whether this item has a header providing extra information for it.
/// When displaying items which don't have header, we should make sure enough information is included inline.
/// </summary>
public bool HasGroupHeader { get; set; }
/// <summary>
/// Whether this item is a group header.
/// Group headers are generally larger in display. Setting this will account for the size difference.
/// </summary>
public bool IsGroupHeader { get; set; }
public override float DrawHeight => IsGroupHeader ? 80 : 40;
public BeatmapCarouselItem(object model)
: base(model)
{
ID = (Model as IHasGuidPrimaryKey)?.ID ?? Guid.NewGuid();
}
public override string? ToString()
{
switch (Model)
{
case BeatmapInfo bi:
return $"Difficulty: {bi.DifficultyName} ({bi.StarRating:N1}*)";
case BeatmapSetInfo si:
return $"{si.Metadata}";
}
return Model.ToString();
}
}
}

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@ -0,0 +1,102 @@
// 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 System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Sprites;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.SelectV2
{
public partial class BeatmapCarouselPanel : PoolableDrawable, ICarouselPanel
{
[Resolved]
private BeatmapCarousel carousel { get; set; } = null!;
public CarouselItem? Item
{
get => item;
set
{
item = value;
selected.UnbindBindings();
if (item != null)
selected.BindTo(item.Selected);
}
}
private readonly BindableBool selected = new BindableBool();
private CarouselItem? item;
[BackgroundDependencyLoader]
private void load()
{
selected.BindValueChanged(value =>
{
if (value.NewValue)
{
BorderThickness = 5;
BorderColour = Color4.Pink;
}
else
{
BorderThickness = 0;
}
});
}
protected override void FreeAfterUse()
{
base.FreeAfterUse();
Item = null;
}
protected override void PrepareForUse()
{
base.PrepareForUse();
Debug.Assert(Item != null);
DrawYPosition = Item.CarouselYPosition;
Size = new Vector2(500, Item.DrawHeight);
Masking = true;
InternalChildren = new Drawable[]
{
new Box
{
Colour = (Item.Model is BeatmapInfo ? Color4.Aqua : Color4.Yellow).Darken(5),
RelativeSizeAxes = Axes.Both,
},
new OsuSpriteText
{
Text = Item.ToString() ?? string.Empty,
Padding = new MarginPadding(5),
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
}
};
this.FadeInFromZero(500, Easing.OutQuint);
}
protected override bool OnClick(ClickEvent e)
{
carousel.CurrentSelection = Item!.Model;
return true;
}
public double DrawYPosition { get; set; }
}
}

View File

@ -0,0 +1,482 @@
// 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 System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Bindables;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Logging;
using osu.Framework.Utils;
using osu.Game.Graphics.Containers;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.SelectV2
{
/// <summary>
/// A highly efficient vertical list display that is used primarily for the song select screen,
/// but flexible enough to be used for other use cases.
/// </summary>
public abstract partial class Carousel<T> : CompositeDrawable
{
/// <summary>
/// A collection of filters which should be run each time a <see cref="FilterAsync"/> is executed.
/// </summary>
protected IEnumerable<ICarouselFilter> Filters { get; init; } = Enumerable.Empty<ICarouselFilter>();
/// <summary>
/// Height of the area above the carousel that should be treated as visible due to transparency of elements in front of it.
/// </summary>
public float BleedTop { get; set; } = 0;
/// <summary>
/// Height of the area below the carousel that should be treated as visible due to transparency of elements in front of it.
/// </summary>
public float BleedBottom { get; set; } = 0;
/// <summary>
/// The number of pixels outside the carousel's vertical bounds to manifest drawables.
/// This allows preloading content before it scrolls into view.
/// </summary>
public float DistanceOffscreenToPreload { get; set; }
/// <summary>
/// When a new request arrives to change filtering, the number of milliseconds to wait before performing the filter.
/// Regardless of any external debouncing, this is a safety measure to avoid triggering too many threaded operations.
/// </summary>
public int DebounceDelay { get; set; }
/// <summary>
/// Whether an asynchronous filter / group operation is currently underway.
/// </summary>
public bool IsFiltering => !filterTask.IsCompleted;
/// <summary>
/// The number of displayable items currently being tracked (before filtering).
/// </summary>
public int ItemsTracked => Items.Count;
/// <summary>
/// The number of carousel items currently in rotation for display.
/// </summary>
public int DisplayableItems => displayedCarouselItems?.Count ?? 0;
/// <summary>
/// The number of items currently actualised into drawables.
/// </summary>
public int VisibleItems => scroll.Panels.Count;
/// <summary>
/// All items which are to be considered for display in this carousel.
/// Mutating this list will automatically queue a <see cref="FilterAsync"/>.
/// </summary>
/// <remarks>
/// Note that an <see cref="ICarouselFilter"/> may add new items which are displayed but not tracked in this list.
/// </remarks>
protected readonly BindableList<T> Items = new BindableList<T>();
/// <summary>
/// The currently selected model.
/// </summary>
/// <remarks>
/// Setting this will ensure <see cref="CarouselItem.Selected"/> is set to <c>true</c> only on the matching <see cref="CarouselItem"/>.
/// Of note, if no matching item exists all items will be deselected while waiting for potential new item which matches.
/// </remarks>
public virtual object? CurrentSelection
{
get => currentSelection;
set
{
if (currentSelectionCarouselItem != null)
currentSelectionCarouselItem.Selected.Value = false;
currentSelection = value;
currentSelectionCarouselItem = null;
currentSelectionYPosition = null;
updateSelection();
}
}
private List<CarouselItem>? displayedCarouselItems;
private readonly CarouselScrollContainer scroll;
protected Carousel()
{
InternalChildren = new Drawable[]
{
new Box
{
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
},
scroll = new CarouselScrollContainer
{
RelativeSizeAxes = Axes.Both,
Masking = false,
}
};
Items.BindCollectionChanged((_, _) => FilterAsync());
}
/// <summary>
/// Queue an asynchronous filter operation.
/// </summary>
protected virtual Task FilterAsync() => filterTask = performFilter();
/// <summary>
/// Create a drawable for the given carousel item so it can be displayed.
/// </summary>
/// <remarks>
/// For efficiency, it is recommended the drawables are retrieved from a <see cref="DrawablePool{T}"/>.
/// </remarks>
/// <param name="item">The item which should be represented by the returned drawable.</param>
/// <returns>The manifested drawable.</returns>
protected abstract Drawable GetDrawableForDisplay(CarouselItem item);
/// <summary>
/// Create an internal carousel representation for the provided model object.
/// </summary>
/// <param name="model">The model.</param>
/// <returns>A <see cref="CarouselItem"/> representing the model.</returns>
protected abstract CarouselItem CreateCarouselItemForModel(T model);
#region Filtering and display preparation
private Task filterTask = Task.CompletedTask;
private CancellationTokenSource cancellationSource = new CancellationTokenSource();
private async Task performFilter()
{
Debug.Assert(SynchronizationContext.Current != null);
Stopwatch stopwatch = Stopwatch.StartNew();
var cts = new CancellationTokenSource();
lock (this)
{
cancellationSource.Cancel();
cancellationSource = cts;
}
if (DebounceDelay > 0)
{
log($"Filter operation queued, waiting for {DebounceDelay} ms debounce");
await Task.Delay(DebounceDelay, cts.Token).ConfigureAwait(true);
}
// Copy must be performed on update thread for now (see ConfigureAwait above).
// Could potentially be optimised in the future if it becomes an issue.
IEnumerable<CarouselItem> items = new List<CarouselItem>(Items.Select(CreateCarouselItemForModel));
await Task.Run(async () =>
{
try
{
foreach (var filter in Filters)
{
log($"Performing {filter.GetType().ReadableName()}");
items = await filter.Run(items, cts.Token).ConfigureAwait(false);
}
log("Updating Y positions");
await updateYPositions(items, cts.Token).ConfigureAwait(false);
}
catch (OperationCanceledException)
{
log("Cancelled due to newer request arriving");
}
}, cts.Token).ConfigureAwait(true);
if (cts.Token.IsCancellationRequested)
return;
log("Items ready for display");
displayedCarouselItems = items.ToList();
displayedRange = null;
updateSelection();
void log(string text) => Logger.Log($"Carousel[op {cts.GetHashCode().ToString()}] {stopwatch.ElapsedMilliseconds} ms: {text}");
}
private async Task updateYPositions(IEnumerable<CarouselItem> carouselItems, CancellationToken cancellationToken) => await Task.Run(() =>
{
const float spacing = 10;
float yPos = 0;
foreach (var item in carouselItems)
{
item.CarouselYPosition = yPos;
yPos += item.DrawHeight + spacing;
}
}, cancellationToken).ConfigureAwait(false);
#endregion
#region Selection handling
private object? currentSelection;
private CarouselItem? currentSelectionCarouselItem;
private double? currentSelectionYPosition;
private void updateSelection()
{
currentSelectionCarouselItem = null;
if (displayedCarouselItems == null) return;
foreach (var item in displayedCarouselItems)
{
bool isSelected = item.Model == currentSelection;
if (isSelected)
{
currentSelectionCarouselItem = item;
if (currentSelectionYPosition != item.CarouselYPosition)
{
if (currentSelectionYPosition != null)
{
float adjustment = (float)(item.CarouselYPosition - currentSelectionYPosition.Value);
scroll.OffsetScrollPosition(adjustment);
}
currentSelectionYPosition = item.CarouselYPosition;
}
}
item.Selected.Value = isSelected;
}
}
#endregion
#region Display handling
private DisplayRange? displayedRange;
private readonly CarouselItem carouselBoundsItem = new BoundsCarouselItem();
/// <summary>
/// The position of the lower visible bound with respect to the current scroll position.
/// </summary>
private float visibleBottomBound => (float)(scroll.Current + DrawHeight + BleedBottom);
/// <summary>
/// The position of the upper visible bound with respect to the current scroll position.
/// </summary>
private float visibleUpperBound => (float)(scroll.Current - BleedTop);
protected override void Update()
{
base.Update();
if (displayedCarouselItems == null)
return;
var range = getDisplayRange();
if (range != displayedRange)
{
Logger.Log($"Updating displayed range of carousel from {displayedRange} to {range}");
displayedRange = range;
updateDisplayedRange(range);
}
foreach (var panel in scroll.Panels)
{
var carouselPanel = (ICarouselPanel)panel;
if (panel.Depth != carouselPanel.DrawYPosition)
scroll.Panels.ChangeChildDepth(panel, (float)carouselPanel.DrawYPosition);
}
}
private DisplayRange getDisplayRange()
{
Debug.Assert(displayedCarouselItems != null);
// Find index range of all items that should be on-screen
carouselBoundsItem.CarouselYPosition = visibleUpperBound - DistanceOffscreenToPreload;
int firstIndex = displayedCarouselItems.BinarySearch(carouselBoundsItem);
if (firstIndex < 0) firstIndex = ~firstIndex;
carouselBoundsItem.CarouselYPosition = visibleBottomBound + DistanceOffscreenToPreload;
int lastIndex = displayedCarouselItems.BinarySearch(carouselBoundsItem);
if (lastIndex < 0) lastIndex = ~lastIndex;
firstIndex = Math.Max(0, firstIndex - 1);
lastIndex = Math.Max(0, lastIndex - 1);
return new DisplayRange(firstIndex, lastIndex);
}
private void updateDisplayedRange(DisplayRange range)
{
Debug.Assert(displayedCarouselItems != null);
List<CarouselItem> toDisplay = range.Last - range.First == 0
? new List<CarouselItem>()
: displayedCarouselItems.GetRange(range.First, range.Last - range.First + 1);
// Iterate over all panels which are already displayed and figure which need to be displayed / removed.
foreach (var panel in scroll.Panels)
{
var carouselPanel = (ICarouselPanel)panel;
// The case where we're intending to display this panel, but it's already displayed.
// Note that we **must compare the model here** as the CarouselItems may be fresh instances due to a filter operation.
var existing = toDisplay.FirstOrDefault(i => i.Model == carouselPanel.Item!.Model);
if (existing != null)
{
carouselPanel.Item = existing;
toDisplay.Remove(existing);
continue;
}
// If the new display range doesn't contain the panel, it's no longer required for display.
expirePanelImmediately(panel);
}
// Add any new items which need to be displayed and haven't yet.
foreach (var item in toDisplay)
{
var drawable = GetDrawableForDisplay(item);
if (drawable is not ICarouselPanel carouselPanel)
throw new InvalidOperationException($"Carousel panel drawables must implement {typeof(ICarouselPanel)}");
carouselPanel.Item = item;
scroll.Add(drawable);
}
// Update the total height of all items (to make the scroll container scrollable through the full height even though
// most items are not displayed / loaded).
if (displayedCarouselItems.Count > 0)
{
var lastItem = displayedCarouselItems[^1];
scroll.SetLayoutHeight((float)(lastItem.CarouselYPosition + lastItem.DrawHeight));
}
else
scroll.SetLayoutHeight(0);
}
private static void expirePanelImmediately(Drawable panel)
{
panel.FinishTransforms();
panel.Expire();
}
#endregion
#region Internal helper classes
private record DisplayRange(int First, int Last);
/// <summary>
/// Implementation of scroll container which handles very large vertical lists by internally using <c>double</c> precision
/// for pre-display Y values.
/// </summary>
private partial class CarouselScrollContainer : OsuScrollContainer
{
public readonly Container Panels;
public void SetLayoutHeight(float height) => Panels.Height = height;
public CarouselScrollContainer()
{
// Managing our own custom layout within ScrollContent causes feedback with public ScrollContainer calculations,
// so we must maintain one level of separation from ScrollContent.
base.Add(Panels = new Container
{
Name = "Layout content",
RelativeSizeAxes = Axes.X,
});
}
public override void OffsetScrollPosition(double offset)
{
base.OffsetScrollPosition(offset);
foreach (var panel in Panels)
{
var c = (ICarouselPanel)panel;
Debug.Assert(c.Item != null);
c.DrawYPosition += offset;
}
}
protected override void Update()
{
base.Update();
foreach (var panel in Panels)
{
var c = (ICarouselPanel)panel;
Debug.Assert(c.Item != null);
if (c.DrawYPosition != c.Item.CarouselYPosition)
c.DrawYPosition = Interpolation.DampContinuously(c.DrawYPosition, c.Item.CarouselYPosition, 50, Time.Elapsed);
}
}
public override void Clear(bool disposeChildren)
{
Panels.Height = 0;
Panels.Clear(disposeChildren);
}
public override void Add(Drawable drawable)
{
if (drawable is not ICarouselPanel)
throw new InvalidOperationException($"Carousel panel drawables must implement {typeof(ICarouselPanel)}");
Panels.Add(drawable);
}
public override double GetChildPosInContent(Drawable d, Vector2 offset)
{
if (d is not ICarouselPanel panel)
return base.GetChildPosInContent(d, offset);
return panel.DrawYPosition + offset.X;
}
protected override void ApplyCurrentToContent()
{
Debug.Assert(ScrollDirection == Direction.Vertical);
double scrollableExtent = -Current + ScrollableExtent * ScrollContent.RelativeAnchorPosition.Y;
foreach (var d in Panels)
d.Y = (float)(((ICarouselPanel)d).DrawYPosition + scrollableExtent);
}
}
private class BoundsCarouselItem : CarouselItem
{
public override float DrawHeight => 0;
public BoundsCarouselItem()
: base(new object())
{
}
}
#endregion
}
}

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@ -0,0 +1,44 @@
// 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 System;
using osu.Framework.Bindables;
namespace osu.Game.Screens.SelectV2
{
/// <summary>
/// Represents a single display item for display in a <see cref="Carousel{T}"/>.
/// This is used to house information related to the attached model that helps with display and tracking.
/// </summary>
public abstract class CarouselItem : IComparable<CarouselItem>
{
public readonly BindableBool Selected = new BindableBool();
/// <summary>
/// The model this item is representing.
/// </summary>
public readonly object Model;
/// <summary>
/// The current Y position in the carousel. This is managed by <see cref="Carousel{T}"/> and should not be set manually.
/// </summary>
public double CarouselYPosition { get; set; }
/// <summary>
/// The height this item will take when displayed.
/// </summary>
public abstract float DrawHeight { get; }
protected CarouselItem(object model)
{
Model = model;
}
public int CompareTo(CarouselItem? other)
{
if (other == null) return 1;
return CarouselYPosition.CompareTo(other.CarouselYPosition);
}
}
}

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@ -0,0 +1,23 @@
// 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 System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
namespace osu.Game.Screens.SelectV2
{
/// <summary>
/// An interface representing a filter operation which can be run on a <see cref="Carousel{T}"/>.
/// </summary>
public interface ICarouselFilter
{
/// <summary>
/// Execute the filter operation.
/// </summary>
/// <param name="items">The items to be filtered.</param>
/// <param name="cancellationToken">A cancellation token.</param>
/// <returns>The post-filtered items.</returns>
Task<IEnumerable<CarouselItem>> Run(IEnumerable<CarouselItem> items, CancellationToken cancellationToken);
}
}

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@ -0,0 +1,23 @@
// 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;
namespace osu.Game.Screens.SelectV2
{
/// <summary>
/// An interface to be attached to any <see cref="Drawable"/>s which are used for display inside a <see cref="Carousel{T}"/>.
/// </summary>
public interface ICarouselPanel
{
/// <summary>
/// The Y position which should be used for displaying this item within the carousel. This is managed by <see cref="Carousel{T}"/> and should not be set manually.
/// </summary>
double DrawYPosition { get; set; }
/// <summary>
/// The carousel item this drawable is representing. This is managed by <see cref="Carousel{T}"/> and should not be set manually.
/// </summary>
CarouselItem? Item { get; set; }
}
}

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@ -35,7 +35,7 @@ namespace osu.Game.Storyboards.Drawables
protected override Container<DrawableStoryboardLayer> Content { get; }
protected override Vector2 DrawScale => new Vector2(Parent!.DrawHeight / 480);
protected override Vector2 DrawScale => new Vector2((Parent?.DrawHeight ?? 0) / 480);
public override bool RemoveCompletedTransforms => false;

View File

@ -11,6 +11,6 @@ namespace osu.Game.Tests.Beatmaps
internal partial class TestBeatmapStore : BeatmapStore
{
public readonly BindableList<BeatmapSetInfo> BeatmapSets = new BindableList<BeatmapSetInfo>();
public override IBindableList<BeatmapSetInfo> GetBeatmapSets(CancellationToken? cancellationToken) => BeatmapSets;
public override IBindableList<BeatmapSetInfo> GetBeatmapSets(CancellationToken? cancellationToken) => BeatmapSets.GetBoundCopy();
}
}

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@ -35,7 +35,7 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Realm" Version="20.1.0" />
<PackageReference Include="ppy.osu.Framework" Version="2025.114.1" />
<PackageReference Include="ppy.osu.Framework" Version="2025.115.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2024.1224.0" />
<PackageReference Include="Sentry" Version="5.0.0" />
<!-- Held back due to 0.34.0 failing AOT compilation on ZstdSharp.dll dependency. -->

View File

@ -17,6 +17,6 @@
<MtouchInterpreter>-all</MtouchInterpreter>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework.iOS" Version="2025.114.1" />
<PackageReference Include="ppy.osu.Framework.iOS" Version="2025.115.0" />
</ItemGroup>
</Project>