// 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 osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Caching; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Pooling; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Layout; using osu.Framework.Threading; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Database; using osu.Game.Graphics.Containers; using osu.Game.Graphics.Cursor; using osu.Game.Input.Bindings; using osu.Game.Screens.Select.Carousel; using osuTK; using osuTK.Input; using Realms; namespace osu.Game.Screens.Select { public partial 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 finish loading, or are subsequently changed. /// public Action? BeatmapSetsChanged; /// /// Triggered after filter conditions have finished being applied to the model hierarchy. /// public Action? FilterApplied; /// /// The currently selected beatmap. /// public BeatmapInfo? SelectedBeatmapInfo => selectedBeatmap?.BeatmapInfo; private CarouselBeatmap? selectedBeatmap => selectedBeatmapSet?.Beatmaps.FirstOrDefault(s => s.State.Value == CarouselItemState.Selected); /// /// The total count of non-filtered beatmaps displayed. /// public int CountDisplayed => beatmapSets.Where(s => !s.Filtered.Value).Sum(s => s.TotalItemsNotFiltered); /// /// 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; private List originalBeatmapSetsDetached = new List(); /// /// 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; private (int first, int last) displayedRange; /// /// Extend the range to retain already loaded pooled drawables. /// private const float distance_offscreen_before_unload = 2048; /// /// Extend the range to update positions / retrieve pooled drawables outside of visible range. /// private const float distance_offscreen_to_preload = 768; /// /// Whether carousel items have completed asynchronously loaded. /// public bool BeatmapSetsLoaded { get; private set; } [Cached] protected readonly CarouselScrollContainer Scroll; private readonly NoResultsPlaceholder noResultsPlaceholder; private IEnumerable beatmapSets => root.Items.OfType(); // todo: only used for testing, maybe remove. private bool loadedTestBeatmaps; public IEnumerable BeatmapSets { get => beatmapSets.Select(g => g.BeatmapSet); set { loadedTestBeatmaps = true; Schedule(() => loadBeatmapSets(value)); } } private void loadBeatmapSets(IEnumerable beatmapSets) { originalBeatmapSetsDetached = beatmapSets.Detach(); if (selectedBeatmapSet != null && !originalBeatmapSetsDetached.Contains(selectedBeatmapSet.BeatmapSet)) selectedBeatmapSet = null; var selectedBeatmapBefore = selectedBeatmap?.BeatmapInfo; CarouselRoot newRoot = new CarouselRoot(this); if (beatmapsSplitOut) { var carouselBeatmapSets = originalBeatmapSetsDetached.SelectMany(s => s.Beatmaps).Select(b => { return createCarouselSet(new BeatmapSetInfo(new[] { b }) { ID = b.BeatmapSet!.ID, OnlineID = b.BeatmapSet!.OnlineID, Status = b.BeatmapSet!.Status, }); }).OfType(); newRoot.AddItems(carouselBeatmapSets); } else { var carouselBeatmapSets = originalBeatmapSetsDetached.Select(createCarouselSet).OfType(); newRoot.AddItems(carouselBeatmapSets); } root = newRoot; Scroll.Clear(false); itemsCache.Invalidate(); ScrollToSelected(); applyActiveCriteria(false); if (loadedTestBeatmaps) { invalidateAfterChange(); BeatmapSetsLoaded = true; } // Restore selection if (selectedBeatmapBefore != null && newRoot.BeatmapSetsByID.TryGetValue(selectedBeatmapBefore.BeatmapSet!.ID, out var newSelectionCandidates)) { CarouselBeatmap? found = newSelectionCandidates.SelectMany(s => s.Beatmaps).SingleOrDefault(b => b.BeatmapInfo.ID == selectedBeatmapBefore.ID); if (found != null) found.State.Value = CarouselItemState.Selected; } } private readonly List visibleItems = new List(); private readonly Cached itemsCache = new Cached(); private PendingScrollOperation pendingScrollOperation = PendingScrollOperation.None; public Bindable RightClickScrollingEnabled = new Bindable(); public Bindable RandomAlgorithm = new Bindable(); private readonly List previouslyVisitedRandomSets = new List(); private readonly List randomSelectedBeatmaps = new List(); private CarouselRoot root; private IDisposable? subscriptionSets; private IDisposable? subscriptionBeatmaps; private readonly DrawablePool setPool = new DrawablePool(100); private Sample? spinSample; private Sample? randomSelectSample; private int visibleSetsCount; public BeatmapCarousel() { root = new CarouselRoot(this); InternalChild = new OsuContextMenuContainer { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { // Avoid clash between scrollbar and osu! logo. Top = 10, Bottom = 100, }, Children = new Drawable[] { setPool, Scroll = new CarouselScrollContainer { RelativeSizeAxes = Axes.Both, }, noResultsPlaceholder = new NoResultsPlaceholder() } }; } [BackgroundDependencyLoader] private void load(OsuConfigManager config, AudioManager audio) { spinSample = audio.Samples.Get("SongSelect/random-spin"); randomSelectSample = audio.Samples.Get(@"SongSelect/select-random"); config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm); config.BindWith(OsuSetting.SongSelectRightMouseScroll, RightClickScrollingEnabled); RightClickScrollingEnabled.ValueChanged += enabled => Scroll.RightMouseScrollbar = enabled.NewValue; RightClickScrollingEnabled.TriggerChange(); if (!loadedTestBeatmaps) { // This is performing an unnecessary second lookup on realm (in addition to the subscription), but for performance reasons // we require it to be separate: the subscription's initial callback (with `ChangeSet` of `null`) will run on the update // thread. If we attempt to detach beatmaps in this callback the game will fall over (it takes time). realm.Run(r => loadBeatmapSets(getBeatmapSets(r))); } } [Resolved] private RealmAccess realm { get; set; } = null!; /// /// Track GUIDs of all sets in realm to allow handling deletions. /// private readonly List realmBeatmapSets = new List(); protected override void LoadComplete() { base.LoadComplete(); subscriptionSets = realm.RegisterForNotifications(getBeatmapSets, beatmapSetsChanged); subscriptionBeatmaps = realm.RegisterForNotifications(r => r.All().Where(b => !b.Hidden), beatmapsChanged); } private readonly HashSet setsRequiringUpdate = new HashSet(); private readonly HashSet setsRequiringRemoval = new HashSet(); private void beatmapSetsChanged(IRealmCollection sender, ChangeSet? changes) { // If loading test beatmaps, avoid overwriting with realm subscription callbacks. if (loadedTestBeatmaps) return; if (changes == null) { realmBeatmapSets.Clear(); realmBeatmapSets.AddRange(sender.Select(r => r.ID)); setsRequiringRemoval.Clear(); setsRequiringUpdate.Clear(); loadBeatmapSets(sender); } else { foreach (int i in changes.DeletedIndices.OrderDescending()) { setsRequiringRemoval.Add(realmBeatmapSets[i]); realmBeatmapSets.RemoveAt(i); } foreach (int i in changes.InsertedIndices) { realmBeatmapSets.Insert(i, sender[i].ID); setsRequiringUpdate.Add(sender[i].Detach()); } foreach (int i in changes.NewModifiedIndices) setsRequiringUpdate.Add(sender[i].Detach()); } Scheduler.AddOnce(processBeatmapChanges); } // All local operations must be scheduled. // // If we don't schedule, beatmaps getting changed while song select is suspended (ie. last played being updated) // will cause unexpected sounds and operations to occur in the background. private void processBeatmapChanges() { try { foreach (var set in setsRequiringRemoval) removeBeatmapSet(set); foreach (var set in setsRequiringUpdate) updateBeatmapSet(set); if (setsRequiringRemoval.Count > 0 && SelectedBeatmapInfo != null) { // If SelectedBeatmapInfo is non-null, the set should also be non-null. Debug.Assert(SelectedBeatmapSet != null); // To handle the beatmap update flow, attempt to track selection changes across delete-insert transactions. // When an update occurs, the previous beatmap set is either soft or hard deleted. // Check if the current selection was potentially deleted by re-querying its validity. bool selectedSetMarkedDeleted = realm.Run(r => r.Find(SelectedBeatmapSet.ID)?.DeletePending != false); if (selectedSetMarkedDeleted && setsRequiringUpdate.Any()) { // If it is no longer valid, make the bold assumption that an updated version will be available in the modified/inserted indices. // This relies on the full update operation being in a single transaction, so please don't change that. foreach (var set in setsRequiringUpdate) { foreach (var beatmapInfo in set.Beatmaps) { if (!((IBeatmapMetadataInfo)beatmapInfo.Metadata).Equals(SelectedBeatmapInfo.Metadata)) continue; // Best effort matching. We can't use ID because in the update flow a new version will get its own GUID. if (beatmapInfo.DifficultyName == SelectedBeatmapInfo.DifficultyName) { SelectBeatmap(beatmapInfo); return; } } } // If a direct selection couldn't be made, it's feasible that the difficulty name (or beatmap metadata) changed. // Let's attempt to follow set-level selection anyway. SelectBeatmap(setsRequiringUpdate.First().Beatmaps.First()); } } } finally { BeatmapSetsLoaded = true; invalidateAfterChange(); } setsRequiringRemoval.Clear(); setsRequiringUpdate.Clear(); } private void beatmapsChanged(IRealmCollection sender, ChangeSet? changes) { // we only care about actual changes in hidden status. if (changes == null) return; bool changed = false; foreach (int i in changes.InsertedIndices) { var beatmapInfo = sender[i]; var beatmapSet = beatmapInfo.BeatmapSet; Debug.Assert(beatmapSet != null); // Only require to action here if the beatmap is missing. // This avoids processing these events unnecessarily when new beatmaps are imported, for example. if (root.BeatmapSetsByID.TryGetValue(beatmapSet.ID, out var existingSets) && existingSets.SelectMany(s => s.Beatmaps).All(b => b.BeatmapInfo.ID != beatmapInfo.ID)) { updateBeatmapSet(beatmapSet.Detach()); changed = true; } } if (changed) invalidateAfterChange(); } private IQueryable getBeatmapSets(Realm realm) => realm.All().Where(s => !s.DeletePending && !s.Protected); public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() => { removeBeatmapSet(beatmapSet.ID); invalidateAfterChange(); }); private void removeBeatmapSet(Guid beatmapSetID) { if (!root.BeatmapSetsByID.TryGetValue(beatmapSetID, out var existingSets)) return; originalBeatmapSetsDetached.RemoveAll(set => set.ID == beatmapSetID); foreach (var set in existingSets) { foreach (var beatmap in set.Beatmaps) randomSelectedBeatmaps.Remove(beatmap); previouslyVisitedRandomSets.Remove(set); root.RemoveItem(set); } } public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() => { updateBeatmapSet(beatmapSet); invalidateAfterChange(); }); private void updateBeatmapSet(BeatmapSetInfo beatmapSet) { originalBeatmapSetsDetached.RemoveAll(set => set.ID == beatmapSet.ID); originalBeatmapSetsDetached.Add(beatmapSet.Detach()); var newSets = new List(); if (beatmapsSplitOut) { foreach (var beatmap in beatmapSet.Beatmaps) { var newSet = createCarouselSet(new BeatmapSetInfo(new[] { beatmap }) { ID = beatmapSet.ID, OnlineID = beatmapSet.OnlineID, Status = beatmapSet.Status, }); if (newSet != null) newSets.Add(newSet); } } else { var newSet = createCarouselSet(beatmapSet); if (newSet != null) newSets.Add(newSet); } var removedSets = root.ReplaceItem(beatmapSet, newSets); // If we don't remove these here, it may remain in a hidden state until scrolled off screen. // Doesn't really affect anything during actual user interaction, but makes testing annoying. foreach (var removedSet in removedSets) { var removedDrawable = Scroll.FirstOrDefault(c => c.Item == removedSet); if (removedDrawable != null) expirePanelImmediately(removedDrawable); } } /// /// 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? beatmapInfo, bool bypassFilters = true) { // ensure that any pending events from BeatmapManager have been run before attempting a selection. Scheduler.Update(); if (beatmapInfo?.Hidden != false) return false; foreach (CarouselBeatmapSet set in beatmapSets) { if (!bypassFilters && set.Filtered.Value) continue; var item = set.Beatmaps.FirstOrDefault(p => p.BeatmapInfo.Equals(beatmapInfo)); 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) { if (selectedBeatmap == null || selectedBeatmapSet == null) return; 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) { if (selectedBeatmap == null || selectedBeatmapSet == null) return; var unfilteredDifficulties = selectedBeatmapSet.Items.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() { if (!AllowSelection) return false; var visibleSets = beatmapSets.Where(s => !s.Filtered.Value).ToList(); visibleSetsCount = visibleSets.Count; if (!visibleSets.Any()) return false; if (selectedBeatmap != null && selectedBeatmapSet != null) { randomSelectedBeatmaps.Add(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)); if (selectedBeatmapSet != null) playSpinSample(distanceBetween(set, selectedBeatmapSet)); select(set); return true; } public void SelectPreviousRandom() { while (randomSelectedBeatmaps.Any()) { var beatmap = randomSelectedBeatmaps[^1]; randomSelectedBeatmaps.RemoveAt(randomSelectedBeatmaps.Count - 1); if (!beatmap.Filtered.Value && beatmap.BeatmapInfo.BeatmapSet?.DeletePending != true) { if (selectedBeatmapSet != null) { if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation) previouslyVisitedRandomSets.Remove(selectedBeatmapSet); playSpinSample(distanceBetween(beatmap, selectedBeatmapSet)); } select(beatmap); break; } } } private double distanceBetween(CarouselItem item1, CarouselItem item2) => Math.Ceiling(Math.Abs(item1.CarouselYPosition - item2.CarouselYPosition) / DrawableCarouselItem.MAX_HEIGHT); private void playSpinSample(double distance) { var chan = spinSample?.GetChannel(); if (chan != null) { chan.Frequency.Value = 1f + Math.Min(1f, distance / visibleSetsCount); chan.Play(); } randomSelectSample?.Play(); } 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 (!IsLoaded) return; if (PendingFilter?.Completed == false) { applyActiveCriteria(false); Update(); } } public void Filter(FilterCriteria? newCriteria, bool debounce = true) { if (newCriteria != null) activeCriteria = newCriteria; applyActiveCriteria(debounce); } private bool beatmapsSplitOut; private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true) { PendingFilter?.Cancel(); PendingFilter = null; if (debounce) PendingFilter = Scheduler.AddDelayed(perform, 250); else { // if initial load is not yet finished, this will be run inline in loadBeatmapSets to ensure correct order of operation. if (!BeatmapSetsLoaded) PendingFilter = Schedule(perform); else perform(); } void perform() { PendingFilter = null; if (activeCriteria.SplitOutDifficulties != beatmapsSplitOut) { beatmapsSplitOut = activeCriteria.SplitOutDifficulties; loadBeatmapSets(originalBeatmapSetsDetached); return; } root.Filter(activeCriteria); itemsCache.Invalidate(); if (alwaysResetScrollPosition || !Scroll.UserScrolling) ScrollToSelected(true); FilterApplied?.Invoke(); } } private void invalidateAfterChange() { itemsCache.Invalidate(); if (!Scroll.UserScrolling) ScrollToSelected(true); BeatmapSetsChanged?.Invoke(); } private float? scrollTarget; /// /// Scroll to the current . /// /// /// Whether the scroll position should immediately be shifted to the target, delegating animation to visible panels. /// This should be true for operations like filtering - where panels are changing visibility state - to avoid large jumps in animation. /// public void ScrollToSelected(bool immediate = false) => pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard; #region Button selection logic public bool OnPressed(KeyBindingPressEvent e) { switch (e.Action) { case GlobalAction.SelectNext: case GlobalAction.SelectNextGroup: SelectNext(1, e.Action == GlobalAction.SelectNextGroup); return true; case GlobalAction.SelectPrevious: case GlobalAction.SelectPreviousGroup: SelectNext(-1, e.Action == GlobalAction.SelectPreviousGroup); return true; } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } #endregion protected override bool OnInvalidate(Invalidation invalidation, InvalidationSource source) { // handles the vertical size of the carousel changing (ie. on window resize when aspect ratio has changed). if (invalidation.HasFlag(Invalidation.DrawSize)) itemsCache.Invalidate(); return base.OnInvalidate(invalidation, source); } protected override void Update() { base.Update(); bool revalidateItems = !itemsCache.IsValid; // First we iterate over all non-filtered carousel items and populate their // vertical position data. if (revalidateItems) { updateYPositions(); if (visibleItems.Count == 0) { noResultsPlaceholder.Filter = activeCriteria; noResultsPlaceholder.Show(); } else noResultsPlaceholder.Hide(); } // if there is a pending scroll action we apply it without animation and transfer the difference in position to the panels. // this is intentionally applied before updating the visible range below, to avoid animating new items (sourced from pool) from locations off-screen, as it looks bad. if (pendingScrollOperation != PendingScrollOperation.None) updateScrollPosition(); // This data is consumed to find the currently displayable range. // This is the range we want to keep drawables for, and should exceed the visible range slightly to avoid drawable churn. var newDisplayRange = getDisplayRange(); // If the filtered items or visible range has changed, pooling requirements need to be checked. // This involves fetching new items from the pool, returning no-longer required items. if (revalidateItems || newDisplayRange != displayedRange) { displayedRange = newDisplayRange; if (visibleItems.Count > 0) { var toDisplay = visibleItems.GetRange(displayedRange.first, displayedRange.last - displayedRange.first + 1); foreach (var panel in Scroll) { Debug.Assert(panel.Item != null); if (toDisplay.Remove(panel.Item)) { // panel already displayed. continue; } // panel loaded as drawable but not required by visible range. // remove but only if too far off-screen if (panel.Y + panel.DrawHeight < visibleUpperBound - distance_offscreen_before_unload || panel.Y > visibleBottomBound + distance_offscreen_before_unload) expirePanelImmediately(panel); } // Add those items within the previously found index range that should be displayed. foreach (var item in toDisplay) { var panel = setPool.Get(p => p.Item = item); panel.Y = item.CarouselYPosition; Scroll.Add(panel); } } } // Update externally controlled state of currently visible items (e.g. x-offset and opacity). // This is a per-frame update on all drawable panels. foreach (DrawableCarouselItem item in Scroll) { updateItem(item); Debug.Assert(item.Item != null); if (item.Item.Visible) { bool isSelected = item.Item.State.Value == CarouselItemState.Selected; bool hasPassedSelection = item.Item.CarouselYPosition < selectedBeatmapSet?.CarouselYPosition; // Cheap way of doing animations when entering / exiting song select. const double half_time = 50; const float panel_x_offset_when_inactive = 200; if (isSelected || AllowSelection) { item.Alpha = (float)Interpolation.DampContinuously(item.Alpha, 1, half_time, Clock.ElapsedFrameTime); item.X = (float)Interpolation.DampContinuously(item.X, 0, half_time, Clock.ElapsedFrameTime); } else { item.Alpha = (float)Interpolation.DampContinuously(item.Alpha, 0, half_time, Clock.ElapsedFrameTime); item.X = (float)Interpolation.DampContinuously(item.X, panel_x_offset_when_inactive, half_time, Clock.ElapsedFrameTime); } Scroll.ChangeChildDepth(item, hasPassedSelection ? -item.Item.CarouselYPosition : item.Item.CarouselYPosition); } if (item is DrawableCarouselBeatmapSet set) { foreach (var diff in set.DrawableBeatmaps) updateItem(diff, item); } } } private static void expirePanelImmediately(DrawableCarouselItem panel) { // may want a fade effect here (could be seen if a huge change happens, like a set with 20 difficulties becomes selected). panel.ClearTransforms(); panel.Expire(); } private readonly CarouselBoundsItem carouselBoundsItem = new CarouselBoundsItem(); private (int firstIndex, int lastIndex) getDisplayRange() { // Find index range of all items that should be on-screen carouselBoundsItem.CarouselYPosition = visibleUpperBound - distance_offscreen_to_preload; int firstIndex = visibleItems.BinarySearch(carouselBoundsItem); if (firstIndex < 0) firstIndex = ~firstIndex; carouselBoundsItem.CarouselYPosition = visibleBottomBound + distance_offscreen_to_preload; int lastIndex = visibleItems.BinarySearch(carouselBoundsItem); if (lastIndex < 0) lastIndex = ~lastIndex; // as we can't be 100% sure on the size of individual carousel drawables, // always play it safe and extend bounds by one. firstIndex = Math.Max(0, firstIndex - 1); lastIndex = Math.Clamp(lastIndex + 1, firstIndex, Math.Max(0, visibleItems.Count - 1)); return (firstIndex, lastIndex); } private CarouselBeatmapSet? createCarouselSet(BeatmapSetInfo beatmapSet) { // This can be moved to the realm query if required using: // .Filter("DeletePending == false && Protected == false && ANY Beatmaps.Hidden == false") // // As long as we are detaching though, it makes more sense to do it here as adding to the realm query has an overhead // as seen at https://github.com/realm/realm-dotnet/discussions/2773#discussioncomment-2004275. if (beatmapSet.Beatmaps.All(b => b.Hidden)) return null; 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.BeatmapInfo); 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 updateYPositions() { visibleItems.Clear(); float currentY = visibleHalfHeight; scrollTarget = null; foreach (CarouselItem item in root.Items) { if (item.Filtered.Value) continue; switch (item) { case CarouselBeatmapSet set: { bool isSelected = item.State.Value == CarouselItemState.Selected; float padding = isSelected ? 5 : -5; if (isSelected) // double padding because we want to cancel the negative padding from the last item. currentY += padding * 2; visibleItems.Add(set); set.CarouselYPosition = currentY; if (isSelected) { // 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) scrollTarget = currentY + DrawableCarouselBeatmapSet.HEIGHT - visibleHalfHeight + BleedTop; foreach (var b in set.Beatmaps) { if (!b.Visible) continue; if (b.State.Value == CarouselItemState.Selected) { scrollTarget += b.TotalHeight / 2; break; } scrollTarget += b.TotalHeight; } } currentY += set.TotalHeight + padding; break; } } } currentY += visibleHalfHeight; Scroll.ScrollContent.Height = currentY; itemsCache.Validate(); // update and let external consumers know about selection loss. if (BeatmapSetsLoaded) { bool selectionLost = selectedBeatmapSet != null && selectedBeatmapSet.State.Value != CarouselItemState.Selected; if (selectionLost) { selectedBeatmapSet = null; SelectionChanged?.Invoke(null); } } } 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; } switch (pendingScrollOperation) { case PendingScrollOperation.Standard: Scroll.ScrollTo(scrollTarget.Value); break; case PendingScrollOperation.Immediate: // in order to simplify animation logic, rather than using the animated version of ScrollTo, // we take the difference in scroll height and apply to all visible panels. // this avoids edge cases like when the visible panels is reduced suddenly, causing ScrollContainer // to enter clamp-special-case mode where it animates completely differently to normal. float scrollChange = scrollTarget.Value - Scroll.Current; Scroll.ScrollTo(scrollTarget.Value, false); foreach (var i in Scroll) i.Y += scrollChange; break; } pendingScrollOperation = PendingScrollOperation.None; } } /// /// 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. /// For nested items, the parent of the item to be updated. private void updateItem(DrawableCarouselItem item, DrawableCarouselItem? parent = null) { Vector2 posInScroll = Scroll.ScrollContent.ToLocalSpace(item.Header.ScreenSpaceDrawQuad.Centre); float itemDrawY = posInScroll.Y - visibleUpperBound; float dist = Math.Abs(1f - itemDrawY / visibleHalfHeight); // adjusting the item's overall X position can cause it to become masked away when // child items (difficulties) are still visible. item.Header.X = offsetX(dist, visibleHalfHeight) - (parent?.X ?? 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 alpha transformations on top. item.SetMultiplicativeAlpha(Math.Clamp(1.75f - 1.5f * dist, 0, 1)); } private enum PendingScrollOperation { None, Standard, Immediate, } /// /// A carousel item strictly used for binary search purposes. /// private class CarouselBoundsItem : CarouselItem { public override DrawableCarouselItem CreateDrawableRepresentation() => throw new NotImplementedException(); } private class CarouselRoot : CarouselGroupEagerSelect { // May only be null during construction (State.Value set causes PerformSelection to be triggered). private readonly BeatmapCarousel? carousel; public readonly Dictionary> BeatmapSetsByID = new Dictionary>(); public CarouselRoot(BeatmapCarousel carousel) { // root should always remain selected. if not, PerformSelection will not be called. State.Value = CarouselItemState.Selected; State.ValueChanged += _ => State.Value = CarouselItemState.Selected; this.carousel = carousel; } public override void AddItem(CarouselItem i) { CarouselBeatmapSet set = (CarouselBeatmapSet)i; if (BeatmapSetsByID.TryGetValue(set.BeatmapSet.ID, out var sets)) sets.Add(set); else BeatmapSetsByID.Add(set.BeatmapSet.ID, new List { set }); base.AddItem(i); } /// /// A special method to handle replace operations (general for updating a beatmap). /// Avoids event-driven selection flip-flopping during the remove/add process. /// /// The beatmap set to be replaced. /// All new items to replace the removed beatmap set. /// All removed items, for any further processing. public IEnumerable ReplaceItem(BeatmapSetInfo oldItem, List newItems) { var previousSelection = (LastSelected as CarouselBeatmapSet)?.Beatmaps .FirstOrDefault(s => s.State.Value == CarouselItemState.Selected) ?.BeatmapInfo; bool wasSelected = previousSelection?.BeatmapSet?.ID == oldItem.ID; // Without doing this, the removal of the old beatmap will cause carousel's eager selection // logic to invoke, causing one unnecessary selection. DisableSelection = true; var removedSets = RemoveItemsByID(oldItem.ID); DisableSelection = false; foreach (var set in newItems) AddItem(set); // Check if we can/need to maintain our current selection. if (wasSelected) { CarouselBeatmap? matchingBeatmap = newItems.SelectMany(s => s.Beatmaps) .FirstOrDefault(b => b.BeatmapInfo.ID == previousSelection?.ID); if (matchingBeatmap != null) matchingBeatmap.State.Value = CarouselItemState.Selected; } return removedSets; } public IEnumerable RemoveItemsByID(Guid beatmapSetID) { if (BeatmapSetsByID.TryGetValue(beatmapSetID, out var carouselBeatmapSets)) { foreach (var set in carouselBeatmapSets) RemoveItem(set); return carouselBeatmapSets; } return Enumerable.Empty(); } public override void RemoveItem(CarouselItem i) { CarouselBeatmapSet set = (CarouselBeatmapSet)i; BeatmapSetsByID.Remove(set.BeatmapSet.ID); base.RemoveItem(i); } protected override void PerformSelection() { if (LastSelected == null) carousel?.SelectNextRandom(); else base.PerformSelection(); } } public partial class CarouselScrollContainer : UserTrackingScrollContainer { private bool rightMouseScrollBlocked; public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; public CarouselScrollContainer() { // size is determined by the carousel itself, due to not all content necessarily being loaded. ScrollContent.AutoSizeAxes = Axes.None; // the scroll container may get pushed off-screen by global screen changes, but we still want panels to display outside of the bounds. Masking = false; } 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); } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); subscriptionSets?.Dispose(); subscriptionBeatmaps?.Dispose(); } } }