// Copyright (c) 2007-2018 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 System; using System.Collections.Generic; using System.Linq; using osu.Game.Configuration; using osu.Framework.Input; using OpenTK.Input; using osu.Framework.MathUtils; using System.Diagnostics; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Caching; using osu.Framework.Threading; using osu.Framework.Configuration; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Game.Beatmaps; using osu.Game.Graphics.Containers; using osu.Game.Graphics.Cursor; using osu.Game.Screens.Select.Carousel; namespace osu.Game.Screens.Select { public class BeatmapCarousel : OsuScrollContainer { /// /// 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 == CarouselItemState.Selected); /// /// The currently selected beatmap set. /// public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet; private CarouselBeatmapSet selectedBeatmapSet; /// /// Raised when the is changed. /// public Action SelectionChanged; public override bool HandleKeyboardInput => AllowSelection; public override bool HandleMouseInput => AllowSelection; /// /// Used to avoid firing null selections before the initial beatmaps have been loaded via . /// private bool initialLoadComplete; private IEnumerable beatmapSets => root.Children.OfType(); public IEnumerable BeatmapSets { get { return beatmapSets.Select(g => g.BeatmapSet); } set { CarouselGroup newRoot = new CarouselGroupEagerSelect(); Task.Run(() => { value.Select(createCarouselSet).Where(g => g != null).ForEach(newRoot.AddChild); newRoot.Filter(activeCriteria); // preload drawables as the ctor overhead is quite high currently. var _ = newRoot.Drawables; }).ContinueWith(_ => Schedule(() => { root = newRoot; scrollableContent.Clear(false); itemsCache.Invalidate(); scrollPositionCache.Invalidate(); Schedule(() => { BeatmapSetsChanged?.Invoke(); initialLoadComplete = true; }); })); } } private readonly List yPositions = new List(); private Cached itemsCache = new Cached(); private Cached scrollPositionCache = new Cached(); private readonly Container scrollableContent; public Bindable RandomAlgorithm = new Bindable(); private readonly List previouslyVisitedRandomSets = new List(); private readonly Stack randomSelectedBeatmaps = new Stack(); protected List Items = new List(); private CarouselGroup root = new CarouselGroupEagerSelect(); public BeatmapCarousel() { Child = new OsuContextMenuContainer { RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Child = scrollableContent = new Container { RelativeSizeAxes = Axes.X, } }; } [BackgroundDependencyLoader(permitNulls: true)] private void load(OsuConfigManager config) { config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm); } 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(() => { CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID); bool hadSelection = existingSet?.State?.Value == CarouselItemState.Selected; var newSet = createCarouselSet(beatmapSet); if (existingSet != null) root.RemoveChild(existingSet); if (newSet == null) { itemsCache.Invalidate(); return; } root.AddChild(newSet); applyActiveCriteria(false, false); //check if we can/need to maintain our current selection. if (hadSelection) select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == selectedBeatmap?.Beatmap.ID) ?? newSet); itemsCache.Invalidate(); Schedule(() => BeatmapSetsChanged?.Invoke()); }); } /// /// Selects a given beatmap on the carousel. /// /// If bypassFilters is false, we will try to select another unfiltered beatmap in the same set. If the /// entire set is filtered, no selection is made. /// /// 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) { if (beatmap?.Hidden != false) return false; foreach (CarouselBeatmapSet set in beatmapSets) { if (!bypassFilters && set.Filtered) 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) // The beatmap exists in this set but is filtered, so look for the first unfiltered map in the set item = set.Beatmaps.FirstOrDefault(b => !b.Filtered); if (item != null) { select(item); 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) { var visibleItems = Items.Where(s => !s.Item.Filtered).ToList(); if (!visibleItems.Any()) return; DrawableCarouselItem drawable = null; if (selectedBeatmap != null && (drawable = selectedBeatmap.Drawables.FirstOrDefault()) == null) // if the selected beatmap isn't present yet, we can't correctly change selection. // we can fix this by changing this method to not reference drawables / Items in the first place. return; int originalIndex = visibleItems.IndexOf(drawable); int currentIndex = originalIndex; // local function to increment the index in the required direction, wrapping over extremities. int incrementIndex() => currentIndex = (currentIndex + direction + visibleItems.Count) % visibleItems.Count; while (incrementIndex() != originalIndex) { var item = visibleItems[currentIndex].Item; if (item.Filtered || item.State == CarouselItemState.Selected) continue; switch (item) { case CarouselBeatmap beatmap: if (skipDifficulties) continue; select(beatmap); return; case CarouselBeatmapSet set: if (skipDifficulties) select(set); else select(direction > 0 ? set.Beatmaps.First(b => !b.Filtered) : set.Beatmaps.Last(b => !b.Filtered)); return; } } } /// /// 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).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 == 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)); var visibleBeatmaps = set.Beatmaps.Where(s => !s.Filtered).ToList(); select(visibleBeatmaps[RNG.Next(visibleBeatmaps.Count)]); return true; } public void SelectPreviousRandom() { while (randomSelectedBeatmaps.Any()) { var beatmap = randomSelectedBeatmaps.Pop(); if (!beatmap.Filtered) { if (RandomAlgorithm == RandomSelectAlgorithm.RandomPermutation) previouslyVisitedRandomSets.Remove(selectedBeatmapSet); select(beatmap); break; } } } private void select(CarouselItem item) { if (item == null) return; item.State.Value = CarouselItemState.Selected; } private FilterCriteria activeCriteria = new FilterCriteria(); protected ScheduledDelegate FilterTask; public bool AllowSelection = true; public void FlushPendingFilterOperations() { if (FilterTask?.Completed == false) { applyActiveCriteria(false, false); Update(); } } public void Filter(FilterCriteria newCriteria, bool debounce = true) { if (newCriteria != null) activeCriteria = newCriteria; applyActiveCriteria(debounce, true); } private void applyActiveCriteria(bool debounce, bool scroll) { if (root.Children.Any() != true) return; void perform() { FilterTask = null; root.Filter(activeCriteria); itemsCache.Invalidate(); if (scroll) scrollPositionCache.Invalidate(); } FilterTask?.Cancel(); FilterTask = null; if (debounce) FilterTask = Scheduler.AddDelayed(perform, 250); else perform(); } private float? scrollTarget; public void ScrollToSelected() => scrollPositionCache.Invalidate(); 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; } protected override void Update() { base.Update(); if (!itemsCache.IsValid) updateItems(); if (!scrollPositionCache.IsValid) updateScrollPosition(); float drawHeight = DrawHeight; // Remove all items that should no longer be on-screen scrollableContent.RemoveAll(p => p.Y < Current - p.DrawHeight || p.Y > Current + drawHeight || !p.IsPresent); // Find index range of all items that should be on-screen Trace.Assert(Items.Count == yPositions.Count); int firstIndex = yPositions.BinarySearch(Current - DrawableCarouselItem.MAX_HEIGHT); if (firstIndex < 0) firstIndex = ~firstIndex; int lastIndex = yPositions.BinarySearch(Current + drawHeight); 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). float halfHeight = drawHeight / 2; foreach (DrawableCarouselItem p in scrollableContent.Children) updateItem(p, halfHeight); } 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); foreach (var c in set.Beatmaps) { c.State.ValueChanged += v => { if (v == CarouselItemState.Selected) { selectedBeatmapSet = set; SelectionChanged?.Invoke(c.Beatmap); itemsCache.Invalidate(); scrollPositionCache.Invalidate(); } }; } 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 = DrawHeight / 2; 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 == CarouselItemState.Selected ? -100 : 0, 500, Easing.OutExpo); set.MoveToY(currentY, 750, Easing.OutExpo); break; case DrawableCarouselBeatmap beatmap: if (beatmap.Item.State.Value == CarouselItemState.Selected) scrollTarget = currentY + beatmap.DrawHeight / 2 - DrawHeight / 2; void performMove(float y, float? startY = null) { if (startY != null) beatmap.MoveTo(new Vector2(0, startY.Value)); beatmap.MoveToX(beatmap.Item.State == 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. // ReSharper disable once PossibleNullReferenceException (resharper broken?) 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 += DrawHeight / 2; scrollableContent.Height = currentY; if (initialLoadComplete && (selectedBeatmapSet == null || selectedBeatmap == null || selectedBeatmapSet.State.Value != CarouselItemState.Selected)) { selectedBeatmapSet = null; SelectionChanged?.Invoke(null); } itemsCache.Validate(); } private void updateScrollPosition() { if (scrollTarget != null) 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; 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 item's x position and multiplicative alpha based on its y position and /// the current scroll position. /// /// The item to be updated. /// Half the draw height of the carousel container. private void updateItem(DrawableCarouselItem p, float halfHeight) { var height = p.IsPresent ? p.DrawHeight : 0; float itemDrawY = p.Position.Y - Current + height / 2; float dist = Math.Abs(1f - itemDrawY / 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 item 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)); } } }