// Copyright (c) ppy Pty Ltd . 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.Tasks; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.UserInterface; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Collections; using osu.Game.Graphics.UserInterface; using osu.Game.Overlays; namespace osu.Game.Screens.Select.Carousel { public class DrawableCarouselBeatmapSet : DrawableCarouselItem, IHasContextMenu { public const float HEIGHT = MAX_HEIGHT; private Action restoreHiddenRequested; private Action viewDetails; [Resolved(CanBeNull = true)] private DialogOverlay dialogOverlay { get; set; } [Resolved(CanBeNull = true)] private CollectionManager collectionManager { get; set; } [Resolved(CanBeNull = true)] private ManageCollectionsDialog manageCollectionsDialog { get; set; } public IEnumerable DrawableBeatmaps => beatmapContainer?.IsLoaded != true ? Enumerable.Empty() : beatmapContainer.AliveChildren; [CanBeNull] private Container beatmapContainer; private BeatmapSetInfo beatmapSet; [CanBeNull] private Task beatmapsLoadTask; [Resolved] private BeatmapManager manager { get; set; } protected override void FreeAfterUse() { base.FreeAfterUse(); Item = null; ClearTransforms(); } [BackgroundDependencyLoader(true)] private void load(BeatmapSetOverlay beatmapOverlay) { restoreHiddenRequested = s => s.Beatmaps.ForEach(manager.Restore); if (beatmapOverlay != null) viewDetails = beatmapOverlay.FetchAndShowBeatmapSet; } protected override void Update() { base.Update(); // position updates should not occur if the item is filtered away. // this avoids panels flying across the screen only to be eventually off-screen or faded out. if (!Item.Visible) return; float targetY = Item.CarouselYPosition; if (Precision.AlmostEquals(targetY, Y)) Y = targetY; else // algorithm for this is taken from ScrollContainer. // while it doesn't necessarily need to match 1:1, as we are emulating scroll in some cases this feels most correct. Y = (float)Interpolation.Lerp(targetY, Y, Math.Exp(-0.01 * Time.Elapsed)); } protected override void UpdateItem() { base.UpdateItem(); Content.Clear(); beatmapContainer = null; beatmapsLoadTask = null; if (Item == null) return; beatmapSet = ((CarouselBeatmapSet)Item).BeatmapSet; DelayedLoadWrapper background; DelayedLoadWrapper mainFlow; Header.Children = new Drawable[] { background = new DelayedLoadWrapper(() => new SetPanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault())) { RelativeSizeAxes = Axes.Both, }, 300) { RelativeSizeAxes = Axes.Both }, mainFlow = new DelayedLoadWrapper(() => new SetPanelContent((CarouselBeatmapSet)Item), 100) { RelativeSizeAxes = Axes.Both }, }; background.DelayedLoadComplete += fadeContentIn; mainFlow.DelayedLoadComplete += fadeContentIn; } private void fadeContentIn(Drawable d) => d.FadeInFromZero(750, Easing.OutQuint); protected override void Deselected() { base.Deselected(); MovementContainer.MoveToX(0, 500, Easing.OutExpo); updateBeatmapYPositions(); } protected override void Selected() { base.Selected(); MovementContainer.MoveToX(-100, 500, Easing.OutExpo); updateBeatmapDifficulties(); } private void updateBeatmapDifficulties() { var carouselBeatmapSet = (CarouselBeatmapSet)Item; var visibleBeatmaps = carouselBeatmapSet.Children.Where(c => c.Visible).ToArray(); // if we are already displaying all the correct beatmaps, only run animation updates. // note that the displayed beatmaps may change due to the applied filter. // a future optimisation could add/remove only changed difficulties rather than reinitialise. if (beatmapContainer != null && visibleBeatmaps.Length == beatmapContainer.Count && visibleBeatmaps.All(b => beatmapContainer.Any(c => c.Item == b))) { updateBeatmapYPositions(); } else { // on selection we show our child beatmaps. // for now this is a simple drawable construction each selection. // can be improved in the future. beatmapContainer = new Container { X = 100, RelativeSizeAxes = Axes.Both, ChildrenEnumerable = visibleBeatmaps.Select(c => c.CreateDrawableRepresentation()) }; beatmapsLoadTask = LoadComponentAsync(beatmapContainer, loaded => { // make sure the pooled target hasn't changed. if (beatmapContainer != loaded) return; Content.Child = loaded; updateBeatmapYPositions(); }); } } private void updateBeatmapYPositions() { if (beatmapContainer == null) return; if (beatmapsLoadTask == null || !beatmapsLoadTask.IsCompleted) return; float yPos = DrawableCarouselBeatmap.CAROUSEL_BEATMAP_SPACING; bool isSelected = Item.State.Value == CarouselItemState.Selected; foreach (var panel in beatmapContainer.Children) { if (isSelected) { panel.MoveToY(yPos, 800, Easing.OutQuint); yPos += panel.Item.TotalHeight; } else panel.MoveToY(0, 800, Easing.OutQuint); } } public MenuItem[] ContextMenuItems { get { Debug.Assert(beatmapSet != null); List items = new List(); if (Item.State.Value == CarouselItemState.NotSelected) items.Add(new OsuMenuItem("Expand", MenuItemType.Highlighted, () => Item.State.Value = CarouselItemState.Selected)); if (beatmapSet.OnlineID != null && viewDetails != null) items.Add(new OsuMenuItem("Details...", MenuItemType.Standard, () => viewDetails(beatmapSet.OnlineID.Value))); if (collectionManager != null) { var collectionItems = collectionManager.Collections.Select(createCollectionMenuItem).ToList(); if (manageCollectionsDialog != null) collectionItems.Add(new OsuMenuItem("Manage...", MenuItemType.Standard, manageCollectionsDialog.Show)); items.Add(new OsuMenuItem("Collections") { Items = collectionItems }); } if (beatmapSet.Beatmaps.Any(b => b.Hidden)) items.Add(new OsuMenuItem("Restore all hidden", MenuItemType.Standard, () => restoreHiddenRequested(beatmapSet))); if (dialogOverlay != null) items.Add(new OsuMenuItem("Delete...", MenuItemType.Destructive, () => dialogOverlay.Push(new BeatmapDeleteDialog(beatmapSet)))); return items.ToArray(); } } private MenuItem createCollectionMenuItem(BeatmapCollection collection) { Debug.Assert(beatmapSet != null); TernaryState state; int countExisting = beatmapSet.Beatmaps.Count(b => collection.Beatmaps.Contains(b)); if (countExisting == beatmapSet.Beatmaps.Count) state = TernaryState.True; else if (countExisting > 0) state = TernaryState.Indeterminate; else state = TernaryState.False; return new TernaryStateToggleMenuItem(collection.Name.Value, MenuItemType.Standard, s => { foreach (var b in beatmapSet.Beatmaps) { switch (s) { case TernaryState.True: if (collection.Beatmaps.Contains(b)) continue; collection.Beatmaps.Add(b); break; case TernaryState.False: collection.Beatmaps.Remove(b); break; } } }) { State = { Value = state } }; } } }