// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osuTK; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using System; using System.Collections.Generic; using System.Linq; using osu.Game.Configuration; using osuTK.Input; using osu.Framework.Utils; using System.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Caching; using osu.Framework.Threading; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Beatmaps; using osu.Game.Graphics.Containers; using osu.Game.Graphics.Cursor; using osu.Game.Input.Bindings; using osu.Game.Screens.Select.Carousel; namespace osu.Game.Screens.Select { public class BeatmapCarousel : CompositeDrawable, IKeyBindingHandler { /// /// Height of the area above the carousel that should be treated as visible due to transparency of elements in front of it. /// public float BleedTop { get; set; } /// /// Height of the area below the carousel that should be treated as visible due to transparency of elements in front of it. /// public float BleedBottom { get; set; } /// /// Triggered when the loaded change and are completely loaded. /// public Action BeatmapSetsChanged; /// /// The currently selected beatmap. /// public BeatmapInfo SelectedBeatmap => selectedBeatmap?.Beatmap; private CarouselBeatmap selectedBeatmap => selectedBeatmapSet?.Beatmaps.FirstOrDefault(s => s.State.Value == CarouselItemState.Selected); /// /// The currently selected beatmap set. /// public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet; /// /// A function to optionally decide on a recommended difficulty from a beatmap set. /// public Func, BeatmapInfo> GetRecommendedBeatmap; private CarouselBeatmapSet selectedBeatmapSet; /// /// Raised when the is changed. /// public Action SelectionChanged; public override bool HandleNonPositionalInput => AllowSelection; public override bool HandlePositionalInput => AllowSelection; public override bool PropagatePositionalInputSubTree => AllowSelection; public override bool PropagateNonPositionalInputSubTree => AllowSelection; /// /// Whether carousel items have completed asynchronously loaded. /// public bool BeatmapSetsLoaded { get; private set; } private readonly CarouselScrollContainer scroll; private IEnumerable beatmapSets => root.Children.OfType(); // todo: only used for testing, maybe remove. public IEnumerable BeatmapSets { get => beatmapSets.Select(g => g.BeatmapSet); set => loadBeatmapSets(value); } private void loadBeatmapSets(IEnumerable beatmapSets) { CarouselRoot newRoot = new CarouselRoot(this); beatmapSets.Select(createCarouselSet).Where(g => g != null).ForEach(newRoot.AddChild); newRoot.Filter(activeCriteria); // preload drawables as the ctor overhead is quite high currently. _ = newRoot.Drawables; root = newRoot; if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet)) selectedBeatmapSet = null; scrollableContent.Clear(false); itemsCache.Invalidate(); scrollPositionCache.Invalidate(); // Run on late scheduler want to ensure this runs after all pending UpdateBeatmapSet / RemoveBeatmapSet operations are run. SchedulerAfterChildren.Add(() => { BeatmapSetsChanged?.Invoke(); BeatmapSetsLoaded = true; }); } private readonly List yPositions = new List(); private readonly Cached itemsCache = new Cached(); private readonly Cached scrollPositionCache = new Cached(); private readonly Container scrollableContent; public Bindable RightClickScrollingEnabled = new Bindable(); public Bindable RandomAlgorithm = new Bindable(); private readonly List previouslyVisitedRandomSets = new List(); private readonly Stack randomSelectedBeatmaps = new Stack(); protected List Items = new List(); private CarouselRoot root; public BeatmapCarousel() { root = new CarouselRoot(this); InternalChild = new OsuContextMenuContainer { RelativeSizeAxes = Axes.Both, Child = scroll = new CarouselScrollContainer { Masking = false, RelativeSizeAxes = Axes.Both, Child = scrollableContent = new Container { RelativeSizeAxes = Axes.X, } } }; } [Resolved] private BeatmapManager beatmaps { get; set; } [BackgroundDependencyLoader(permitNulls: true)] private void load(OsuConfigManager config) { config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm); config.BindWith(OsuSetting.SongSelectRightMouseScroll, RightClickScrollingEnabled); RightClickScrollingEnabled.ValueChanged += enabled => scroll.RightMouseScrollbar = enabled.NewValue; RightClickScrollingEnabled.TriggerChange(); beatmaps.ItemAdded += beatmapAdded; beatmaps.ItemRemoved += beatmapRemoved; beatmaps.BeatmapHidden += beatmapHidden; beatmaps.BeatmapRestored += beatmapRestored; loadBeatmapSets(GetLoadableBeatmaps()); } protected virtual IEnumerable GetLoadableBeatmaps() => beatmaps.GetAllUsableBeatmapSetsEnumerable(); public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() => { var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID); if (existingSet == null) return; root.RemoveChild(existingSet); itemsCache.Invalidate(); }); public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() => { int? previouslySelectedID = null; CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID); // If the selected beatmap is about to be removed, store its ID so it can be re-selected if required if (existingSet?.State?.Value == CarouselItemState.Selected) previouslySelectedID = selectedBeatmap?.Beatmap.ID; var newSet = createCarouselSet(beatmapSet); if (existingSet != null) root.RemoveChild(existingSet); if (newSet == null) { itemsCache.Invalidate(); return; } root.AddChild(newSet); // 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) select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet); itemsCache.Invalidate(); Schedule(() => BeatmapSetsChanged?.Invoke()); }); /// /// Selects a given beatmap on the carousel. /// /// The beatmap to select. /// Whether to select the beatmap even if it is filtered (i.e., not visible on carousel). /// True if a selection was made, False if it wasn't. public bool SelectBeatmap(BeatmapInfo beatmap, bool bypassFilters = true) { // ensure that any pending events from BeatmapManager have been run before attempting a selection. Scheduler.Update(); if (beatmap?.Hidden != false) return false; foreach (CarouselBeatmapSet set in beatmapSets) { if (!bypassFilters && set.Filtered.Value) continue; var item = set.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap)); if (item == null) // The beatmap that needs to be selected doesn't exist in this set continue; if (!bypassFilters && item.Filtered.Value) return false; select(item); // if we got here and the set is filtered, it means we were bypassing filters. // in this case, reapplying the filter is necessary to ensure the panel is in the correct place // (since it is forcefully being included in the carousel). if (set.Filtered.Value) { Debug.Assert(bypassFilters); applyActiveCriteria(false); } return true; } return false; } /// /// Increment selection in the carousel in a chosen direction. /// /// The direction to increment. Negative is backwards. /// Whether to skip individual difficulties and only increment over full groups. public void SelectNext(int direction = 1, bool skipDifficulties = true) { if (beatmapSets.All(s => s.Filtered.Value)) return; if (skipDifficulties) selectNextSet(direction, true); else selectNextDifficulty(direction); } private void selectNextSet(int direction, bool skipDifficulties) { var unfilteredSets = beatmapSets.Where(s => !s.Filtered.Value).ToList(); var nextSet = unfilteredSets[(unfilteredSets.IndexOf(selectedBeatmapSet) + direction + unfilteredSets.Count) % unfilteredSets.Count]; if (skipDifficulties) select(nextSet); else select(direction > 0 ? nextSet.Beatmaps.First(b => !b.Filtered.Value) : nextSet.Beatmaps.Last(b => !b.Filtered.Value)); } private void selectNextDifficulty(int direction) { var unfilteredDifficulties = selectedBeatmapSet.Children.Where(s => !s.Filtered.Value).ToList(); int index = unfilteredDifficulties.IndexOf(selectedBeatmap); if (index + direction < 0 || index + direction >= unfilteredDifficulties.Count) selectNextSet(direction, false); else select(unfilteredDifficulties[index + direction]); } /// /// Select the next beatmap in the random sequence. /// /// True if a selection could be made, else False. public bool SelectNextRandom() { var visibleSets = beatmapSets.Where(s => !s.Filtered.Value).ToList(); if (!visibleSets.Any()) return false; if (selectedBeatmap != null) { randomSelectedBeatmaps.Push(selectedBeatmap); // when performing a random, we want to add the current set to the previously visited list // else the user may be "randomised" to the existing selection. if (previouslyVisitedRandomSets.LastOrDefault() != selectedBeatmapSet) previouslyVisitedRandomSets.Add(selectedBeatmapSet); } CarouselBeatmapSet set; if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation) { var notYetVisitedSets = visibleSets.Except(previouslyVisitedRandomSets).ToList(); if (!notYetVisitedSets.Any()) { previouslyVisitedRandomSets.RemoveAll(s => visibleSets.Contains(s)); notYetVisitedSets = visibleSets; } set = notYetVisitedSets.ElementAt(RNG.Next(notYetVisitedSets.Count)); previouslyVisitedRandomSets.Add(set); } else set = visibleSets.ElementAt(RNG.Next(visibleSets.Count)); select(set); return true; } public void SelectPreviousRandom() { while (randomSelectedBeatmaps.Any()) { var beatmap = randomSelectedBeatmaps.Pop(); if (!beatmap.Filtered.Value) { if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation) previouslyVisitedRandomSets.Remove(selectedBeatmapSet); select(beatmap); break; } } } private void select(CarouselItem item) { if (!AllowSelection) return; if (item == null) return; item.State.Value = CarouselItemState.Selected; } private FilterCriteria activeCriteria = new FilterCriteria(); protected ScheduledDelegate PendingFilter; public bool AllowSelection = true; /// /// Half the height of the visible content. /// /// This is different from the height of .displayableContent, since /// the beatmap carousel bleeds into the and the /// /// private float visibleHalfHeight => (DrawHeight + BleedBottom + BleedTop) / 2; /// /// The position of the lower visible bound with respect to the current scroll position. /// private float visibleBottomBound => scroll.Current + DrawHeight + BleedBottom; /// /// The position of the upper visible bound with respect to the current scroll position. /// private float visibleUpperBound => scroll.Current - BleedTop; public void FlushPendingFilterOperations() { if (PendingFilter?.Completed == false) { applyActiveCriteria(false); Update(); } } public void Filter(FilterCriteria newCriteria, bool debounce = true) { if (newCriteria != null) activeCriteria = newCriteria; applyActiveCriteria(debounce); } private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true) { if (root.Children.Any() != true) return; void perform() { PendingFilter = null; root.Filter(activeCriteria); itemsCache.Invalidate(); if (alwaysResetScrollPosition || !scroll.UserScrolling) ScrollToSelected(); } PendingFilter?.Cancel(); PendingFilter = null; if (debounce) PendingFilter = Scheduler.AddDelayed(perform, 250); else perform(); } private float? scrollTarget; /// /// Scroll to the current . /// public void ScrollToSelected() => scrollPositionCache.Invalidate(); protected override bool OnKeyDown(KeyDownEvent e) { switch (e.Key) { case Key.Left: SelectNext(-1, true); return true; case Key.Right: SelectNext(1, true); return true; } return false; } public bool OnPressed(GlobalAction action) { switch (action) { case GlobalAction.SelectNext: SelectNext(1, false); return true; case GlobalAction.SelectPrevious: SelectNext(-1, false); return true; } return false; } public void OnReleased(GlobalAction action) { } protected override void Update() { base.Update(); if (!itemsCache.IsValid) updateItems(); // Remove all items that should no longer be on-screen scrollableContent.RemoveAll(p => p.Y < visibleUpperBound - p.DrawHeight || p.Y > visibleBottomBound || !p.IsPresent); // Find index range of all items that should be on-screen Trace.Assert(Items.Count == yPositions.Count); int firstIndex = yPositions.BinarySearch(visibleUpperBound - DrawableCarouselItem.MAX_HEIGHT); if (firstIndex < 0) firstIndex = ~firstIndex; int lastIndex = yPositions.BinarySearch(visibleBottomBound); if (lastIndex < 0) lastIndex = ~lastIndex; int notVisibleCount = 0; // Add those items within the previously found index range that should be displayed. for (int i = firstIndex; i < lastIndex; ++i) { DrawableCarouselItem item = Items[i]; if (!item.Item.Visible) { if (!item.IsPresent) notVisibleCount++; continue; } float depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0); // Only add if we're not already part of the content. if (!scrollableContent.Contains(item)) { // Makes sure headers are always _below_ items, // and depth flows downward. item.Depth = depth; switch (item.LoadState) { case LoadState.NotLoaded: LoadComponentAsync(item); break; case LoadState.Loading: break; default: scrollableContent.Add(item); break; } } else { scrollableContent.ChangeChildDepth(item, depth); } } // this is not actually useful right now, but once we have groups may well be. if (notVisibleCount > 50) itemsCache.Invalidate(); // Update externally controlled state of currently visible items // (e.g. x-offset and opacity). foreach (DrawableCarouselItem p in scrollableContent.Children) updateItem(p); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); if (!scrollPositionCache.IsValid) updateScrollPosition(); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (beatmaps != null) { beatmaps.ItemAdded -= beatmapAdded; beatmaps.ItemRemoved -= beatmapRemoved; beatmaps.BeatmapHidden -= beatmapHidden; beatmaps.BeatmapRestored -= beatmapRestored; } // aggressively dispose "off-screen" items to reduce GC pressure. foreach (var i in Items) i.Dispose(); } private void beatmapRemoved(BeatmapSetInfo item) => RemoveBeatmapSet(item); private void beatmapAdded(BeatmapSetInfo item) => UpdateBeatmapSet(item); private void beatmapRestored(BeatmapInfo b) => UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID)); private void beatmapHidden(BeatmapInfo b) => UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID)); private CarouselBeatmapSet createCarouselSet(BeatmapSetInfo beatmapSet) { if (beatmapSet.Beatmaps.All(b => b.Hidden)) return null; // todo: remove the need for this. foreach (var b in beatmapSet.Beatmaps) { if (b.Metadata == null) b.Metadata = beatmapSet.Metadata; } var set = new CarouselBeatmapSet(beatmapSet) { GetRecommendedBeatmap = beatmaps => GetRecommendedBeatmap?.Invoke(beatmaps) }; foreach (var c in set.Beatmaps) { c.State.ValueChanged += state => { if (state.NewValue == CarouselItemState.Selected) { selectedBeatmapSet = set; SelectionChanged?.Invoke(c.Beatmap); itemsCache.Invalidate(); ScrollToSelected(); } }; } return set; } /// /// Computes the target Y positions for every item in the carousel. /// /// The Y position of the currently selected item. private void updateItems() { Items = root.Drawables.ToList(); yPositions.Clear(); float currentY = visibleHalfHeight; DrawableCarouselBeatmapSet lastSet = null; scrollTarget = null; foreach (DrawableCarouselItem d in Items) { if (d.IsPresent) { switch (d) { case DrawableCarouselBeatmapSet set: { lastSet = set; set.MoveToX(set.Item.State.Value == CarouselItemState.Selected ? -100 : 0, 500, Easing.OutExpo); set.MoveToY(currentY, 750, Easing.OutExpo); break; } case DrawableCarouselBeatmap beatmap: { if (beatmap.Item.State.Value == CarouselItemState.Selected) // scroll position at currentY makes the set panel appear at the very top of the carousel's screen space // move down by half of visible height (height of the carousel's visible extent, including semi-transparent areas) // then reapply the top semi-transparent area (because carousel's screen space starts below it) // and finally add half of the panel's own height to achieve vertical centering of the panel itself scrollTarget = currentY - visibleHalfHeight + BleedTop + beatmap.DrawHeight / 2; void performMove(float y, float? startY = null) { if (startY != null) beatmap.MoveTo(new Vector2(0, startY.Value)); beatmap.MoveToX(beatmap.Item.State.Value == CarouselItemState.Selected ? -50 : 0, 500, Easing.OutExpo); beatmap.MoveToY(y, 750, Easing.OutExpo); } Debug.Assert(lastSet != null); float? setY = null; if (!d.IsLoaded || beatmap.Alpha == 0) // can't use IsPresent due to DrawableCarouselItem override. setY = lastSet.Y + lastSet.DrawHeight + 5; if (d.IsLoaded) performMove(currentY, setY); else { float y = currentY; d.OnLoadComplete += _ => performMove(y, setY); } break; } } } yPositions.Add(currentY); if (d.Item.Visible) currentY += d.DrawHeight + 5; } currentY += visibleHalfHeight; scrollableContent.Height = currentY; if (BeatmapSetsLoaded && (selectedBeatmapSet == null || selectedBeatmap == null || selectedBeatmapSet.State.Value != CarouselItemState.Selected)) { selectedBeatmapSet = null; SelectionChanged?.Invoke(null); } itemsCache.Validate(); } private bool firstScroll = true; private void updateScrollPosition() { if (scrollTarget != null) { if (firstScroll) { // reduce movement when first displaying the carousel. scroll.ScrollTo(scrollTarget.Value - 200, false); firstScroll = false; } scroll.ScrollTo(scrollTarget.Value); scrollPositionCache.Validate(); } } /// /// Computes the x-offset of currently visible items. Makes the carousel appear round. /// /// /// Vertical distance from the center of the carousel container /// ranging from -1 to 1. /// /// Half the height of the carousel container. private static float offsetX(float dist, float halfHeight) { // The radius of the circle the carousel moves on. const float circle_radius = 3; float discriminant = MathF.Max(0, circle_radius * circle_radius - dist * dist); float x = (circle_radius - MathF.Sqrt(discriminant)) * halfHeight; return 125 + x; } /// /// Update a item's x position and multiplicative alpha based on its y position and /// the current scroll position. /// /// The item to be updated. private void updateItem(DrawableCarouselItem p) { float itemDrawY = p.Position.Y - visibleUpperBound + p.DrawHeight / 2; float dist = Math.Abs(1f - itemDrawY / visibleHalfHeight); // Setting the origin position serves as an additive position on top of potential // local transformation we may want to apply (e.g. when a item gets selected, we // may want to smoothly transform it leftwards.) p.OriginPosition = new Vector2(-offsetX(dist, visibleHalfHeight), 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(Math.Clamp(1.75f - 1.5f * dist, 0, 1)); } private class CarouselRoot : CarouselGroupEagerSelect { private readonly BeatmapCarousel carousel; public CarouselRoot(BeatmapCarousel carousel) { // root should always remain selected. if not, PerformSelection will not be called. State.Value = CarouselItemState.Selected; State.ValueChanged += state => State.Value = CarouselItemState.Selected; this.carousel = carousel; } protected override void PerformSelection() { if (LastSelected == null || LastSelected.Filtered.Value) carousel?.SelectNextRandom(); else base.PerformSelection(); } } private class CarouselScrollContainer : OsuScrollContainer { private bool rightMouseScrollBlocked; /// /// Whether the last scroll event was user triggered, directly on the scroll container. /// 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) { // we need to block right click absolute scrolling when hovering a carousel item so context menus can display. // this can be reconsidered when we have an alternative to right click scrolling. if (GetContainingInputManager().HoveredDrawables.OfType().Any()) { rightMouseScrollBlocked = true; return false; } } rightMouseScrollBlocked = false; return base.OnMouseDown(e); } protected override bool OnDragStart(DragStartEvent e) { if (rightMouseScrollBlocked) return false; return base.OnDragStart(e); } } } }