// 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.Collections.Specialized; using System.Linq; using System.Threading; 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.Screens.Select; namespace osu.Game.Screens.SelectV2 { [Cached] public partial class BeatmapCarousel : Carousel { private IBindableList detachedBeatmaps = null!; private readonly LoadingLayer loading; private readonly BeatmapCarouselFilterGrouping grouping; public BeatmapCarousel() { DebounceDelay = 100; DistanceOffscreenToPreload = 100; Filters = new ICarouselFilter[] { new BeatmapCarouselFilterSorting(() => Criteria), grouping = new BeatmapCarouselFilterGrouping(() => Criteria), }; AddInternal(loading = new LoadingLayer(dimBackground: true)); } [BackgroundDependencyLoader] private void load(BeatmapStore beatmapStore, CancellationToken? cancellationToken) { setupPools(); setupBeatmaps(beatmapStore, cancellationToken); } #region Beatmap source hookup private void setupBeatmaps(BeatmapStore beatmapStore, CancellationToken? cancellationToken) { detachedBeatmaps = beatmapStore.GetBeatmapSets(cancellationToken); detachedBeatmaps.BindCollectionChanged(beatmapSetsChanged, true); } 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? newBeatmapSets = changed.NewItems?.Cast(); IEnumerable? beatmapSetInfos = changed.OldItems?.Cast(); 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; } } #endregion #region Selection handling private GroupDefinition? lastSelectedGroup; private BeatmapInfo? lastSelectedBeatmap; protected override void HandleItemSelected(object? model) { base.HandleItemSelected(model); switch (model) { case GroupDefinition group: if (lastSelectedGroup != null) setVisibilityOfGroupItems(lastSelectedGroup, false); lastSelectedGroup = group; setVisibilityOfGroupItems(group, true); // In stable, you can kinda select a group (expand without changing selection) // For simplicity, let's not do that for now and handle similar to a beatmap set header. CurrentSelection = grouping.GroupItems[group].First().Model; return; case BeatmapSetInfo setInfo: // Selecting a set isn't valid – let's re-select the first difficulty. CurrentSelection = setInfo.Beatmaps.First(); return; case BeatmapInfo beatmapInfo: if (lastSelectedBeatmap != null) setVisibilityOfSetItems(lastSelectedBeatmap.BeatmapSet!, false); lastSelectedBeatmap = beatmapInfo; setVisibilityOfSetItems(beatmapInfo.BeatmapSet!, true); break; } } private void setVisibilityOfGroupItems(GroupDefinition group, bool visible) { if (grouping.GroupItems.TryGetValue(group, out var items)) { foreach (var i in items) i.IsVisible = visible; } } private void setVisibilityOfSetItems(BeatmapSetInfo set, bool visible) { if (grouping.SetItems.TryGetValue(set, out var items)) { foreach (var i in items) i.IsVisible = visible; } } #endregion #region Filtering public FilterCriteria Criteria { get; private set; } = new FilterCriteria(); public void Filter(FilterCriteria criteria) { Criteria = criteria; loading.Show(); FilterAsync().ContinueWith(_ => Schedule(() => loading.Hide())); } #endregion #region Drawable pooling private readonly DrawablePool beatmapPanelPool = new DrawablePool(100); private readonly DrawablePool setPanelPool = new DrawablePool(100); private readonly DrawablePool groupPanelPool = new DrawablePool(100); private void setupPools() { AddInternal(groupPanelPool); AddInternal(beatmapPanelPool); AddInternal(setPanelPool); } protected override Drawable GetDrawableForDisplay(CarouselItem item) { switch (item.Model) { case GroupDefinition: return groupPanelPool.Get(); case BeatmapInfo: // TODO: if beatmap is a group selection target, it needs to be a different drawable // with more information attached. return beatmapPanelPool.Get(); case BeatmapSetInfo: return setPanelPool.Get(); } throw new InvalidOperationException(); } #endregion } public record GroupDefinition(string Title); }