// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Transformations; using osu.Game.Database; using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Lists; using osu.Game.Beatmaps.Drawables; using osu.Framework.Timing; using osu.Framework.Input; using OpenTK.Input; using System.Collections; using osu.Framework.MathUtils; namespace osu.Game.Screens.Select { class CarouselContainer : ScrollContainer, IEnumerable { private Container scrollableContent; private List groups = new List(); public BeatmapGroup SelectedGroup { get; private set; } public BeatmapPanel SelectedPanel { get; private set; } private List yPositions = new List(); private CarouselLifetimeList lifetime; public CarouselContainer() { DistanceDecayJump = 0.01; Add(scrollableContent = new Container(lifetime = new CarouselLifetimeList(DepthComparer)) { RelativeSizeAxes = Axes.X, }); } internal class CarouselLifetimeList : LifetimeList { public CarouselLifetimeList(IComparer comparer) : base(comparer) { } public int StartIndex; public int EndIndex; public override bool Update(FrameTimeInfo time) { bool anyAliveChanged = false; //check existing items to make sure they haven't died. foreach (var item in AliveItems.ToArray()) { item.UpdateTime(time); if (!item.IsAlive) { //todo: make this more efficient int i = IndexOf(item); anyAliveChanged |= CheckItem(item, ref i); } } //handle custom range for (int i = StartIndex; i < EndIndex; i++) { var item = this[i]; item.UpdateTime(time); anyAliveChanged |= CheckItem(item, ref i); } return anyAliveChanged; } } public void AddGroup(BeatmapGroup group) { group.State = BeatmapGroupState.Collapsed; groups.Add(group); group.Header.Depth = -scrollableContent.Children.Count(); scrollableContent.Add(group.Header); foreach (BeatmapPanel panel in group.BeatmapPanels) { panel.Depth = -scrollableContent.Children.Count(); scrollableContent.Add(panel); } computeYPositions(); } public void RemoveGroup(BeatmapGroup group) { groups.Remove(group); scrollableContent.Remove(group.Header); scrollableContent.Remove(group.BeatmapPanels); computeYPositions(); } private void movePanel(Panel panel, bool advance, bool animated, ref float currentY) { yPositions.Add(currentY); panel.MoveToY(currentY, animated && (panel.IsOnScreen || panel.State != PanelSelectedState.Hidden) ? 750 : 0, EasingTypes.OutExpo); if (advance) currentY += panel.DrawHeight + 5; } /// /// Computes the target Y positions for every panel in the carousel. /// /// The Y position of the currently selected panel. private float computeYPositions(bool animated = true) { yPositions.Clear(); float currentY = DrawHeight / 2; float selectedY = currentY; foreach (BeatmapGroup group in groups) { movePanel(group.Header, group.State != BeatmapGroupState.Hidden, animated, ref currentY); if (group.State == BeatmapGroupState.Expanded) { group.Header.MoveToX(-100, 500, EasingTypes.OutExpo); var headerY = group.Header.Position.Y; foreach (BeatmapPanel panel in group.BeatmapPanels) { if (panel == SelectedPanel) selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2; panel.MoveToX(-50, 500, EasingTypes.OutExpo); //on first display we want to begin hidden under our group's header. if (panel.Alpha == 0) panel.MoveToY(headerY); movePanel(panel, true, animated, ref currentY); } } else { group.Header.MoveToX(0, 500, EasingTypes.OutExpo); foreach (BeatmapPanel panel in group.BeatmapPanels) { panel.MoveToX(0, 500, EasingTypes.OutExpo); movePanel(panel, false, animated, ref currentY); } } } currentY += DrawHeight / 2; scrollableContent.Height = currentY; return selectedY; } public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true) { 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 SelectGroup(BeatmapGroup group, BeatmapPanel panel, bool animated = true) { if (SelectedGroup != null && SelectedGroup != group && SelectedGroup.State != BeatmapGroupState.Hidden) SelectedGroup.State = BeatmapGroupState.Collapsed; SelectedGroup = group; panel.State = PanelSelectedState.Selected; SelectedPanel = panel; float selectedY = computeYPositions(animated); ScrollTo(selectedY, animated); } 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; } /// /// Update a panel's x position and multiplicative alpha based on its y position and /// the current scroll position. /// /// The panel to be updated. /// Half the draw height of the carousel container. 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)); } protected override void Update() { base.Update(); // Determine which items stopped being on screen for future removal from the lifetimelist. float drawHeight = DrawHeight; float halfHeight = drawHeight / 2; foreach (Panel p in lifetime.AliveItems) { float panelPosY = p.Position.Y; p.IsOnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight; updatePanel(p, halfHeight); } // Determine range of indices for items that are now definitely on screen to be added // to the lifetimelist in the future. int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT); if (firstIndex < 0) firstIndex = ~firstIndex; int lastIndex = yPositions.BinarySearch(Current + drawHeight); if (lastIndex < 0) lastIndex = ~lastIndex; lifetime.StartIndex = firstIndex; lifetime.EndIndex = lastIndex; for (int i = firstIndex; i < lastIndex; ++i) { Panel p = lifetime[i]; if (p.State != PanelSelectedState.Hidden) p.IsOnScreen = true; //we don't want to update the on-screen state of hidden pannels as they have incorrect (stacked) y values. updatePanel(p, halfHeight); } } protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { int direction = 0; bool skipDifficulties = false; 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; } public void SelectNext(int direction = 1, bool skipDifficulties = true) { if (!skipDifficulties) { 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() { if (groups.Count < 1) return; BeatmapGroup group = groups[RNG.Next(groups.Count)]; BeatmapPanel panel = group?.BeatmapPanels.First(); if (panel == null) return; SelectGroup(group, panel); } public IEnumerator GetEnumerator() => groups.GetEnumerator(); IEnumerator IEnumerable.GetEnumerator() => GetEnumerator(); } }