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Merge pull request #8255 from peppy/fix-carousel-scroll-while-import

Fix carousel scrolling being inoperable during beatmap import
This commit is contained in:
Dan Balasescu 2020-03-16 12:50:45 +09:00 committed by GitHub
commit e835f88c0c
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@ -66,7 +66,7 @@ namespace osu.Game.Screens.Select
/// </summary>
public bool BeatmapSetsLoaded { get; private set; }
private readonly OsuScrollContainer scroll;
private readonly CarouselScrollContainer scroll;
private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
@ -191,7 +191,9 @@ namespace osu.Game.Screens.Select
root.AddChild(newSet);
applyActiveCriteria(false);
// only reset scroll position if already near the scroll target.
// without this, during a large beatmap import it is impossible to navigate the carousel.
applyActiveCriteria(false, alwaysResetScrollPosition: false);
//check if we can/need to maintain our current selection.
if (previouslySelectedID != null)
@ -404,7 +406,7 @@ namespace osu.Game.Screens.Select
applyActiveCriteria(debounce);
}
private void applyActiveCriteria(bool debounce)
private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true)
{
if (root.Children.Any() != true) return;
@ -414,7 +416,9 @@ namespace osu.Game.Screens.Select
root.Filter(activeCriteria);
itemsCache.Invalidate();
scrollPositionCache.Invalidate();
if (alwaysResetScrollPosition || !scroll.UserScrolling)
ScrollToSelected();
}
PendingFilter?.Cancel();
@ -428,6 +432,9 @@ namespace osu.Game.Screens.Select
private float? scrollTarget;
/// <summary>
/// Scroll to the current <see cref="SelectedBeatmap"/>.
/// </summary>
public void ScrollToSelected() => scrollPositionCache.Invalidate();
protected override bool OnKeyDown(KeyDownEvent e)
@ -594,7 +601,7 @@ namespace osu.Game.Screens.Select
SelectionChanged?.Invoke(c.Beatmap);
itemsCache.Invalidate();
scrollPositionCache.Invalidate();
ScrollToSelected();
}
};
}
@ -760,6 +767,23 @@ namespace osu.Game.Screens.Select
{
private bool rightMouseScrollBlocked;
/// <summary>
/// Whether the last scroll event was user triggered, directly on the scroll container.
/// </summary>
public bool UserScrolling { get; private set; }
protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = default)
{
UserScrolling = true;
base.OnUserScroll(value, animated, distanceDecay);
}
public new void ScrollTo(float value, bool animated = true, double? distanceDecay = null)
{
UserScrolling = false;
base.ScrollTo(value, animated, distanceDecay);
}
protected override bool OnMouseDown(MouseDownEvent e)
{
if (e.Button == MouseButton.Right)