//Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using osu.Framework.Caching; 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.Game.Beatmaps.Drawables; namespace osu.Game.Screens.Select { class CarouselContainer : ScrollContainer { private Container scrollableContent; private List groups = new List(); private List panels = new List(); public BeatmapGroup SelectedGroup { get; private set; } public BeatmapPanel SelectedPanel { get; private set; } private List yPositions = new List(); public CarouselContainer() { DistanceDecayJump = 0.01; Add(scrollableContent = new Container { RelativeSizeAxes = Axes.X, }); } public void AddGroup(BeatmapGroup group) { group.State = BeatmapGroupState.Collapsed; groups.Add(group); panels.Add(group.Header); foreach (BeatmapPanel panel in group.BeatmapPanels) panels.Add(panel); computeYPositions(); } private void movePanel(Panel panel, bool advance, ref float currentY) { yPositions.Add(currentY); panel.MoveToY(currentY, 750, 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() { yPositions.Clear(); float currentY = DrawHeight / 2; float selectedY = currentY; foreach (BeatmapGroup group in groups) { movePanel(group.Header, true, ref currentY); if (group.State == BeatmapGroupState.Expanded) { group.Header.MoveToX(-100, 500, EasingTypes.OutExpo); foreach (BeatmapPanel panel in group.BeatmapPanels) { if (panel == SelectedPanel) selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2; panel.MoveToX(-50, 500, EasingTypes.OutExpo); movePanel(panel, true, 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, ref currentY); } } } currentY += DrawHeight / 2; scrollableContent.Height = currentY; return selectedY; } public void SelectBeatmap(BeatmapInfo beatmap) { foreach (BeatmapGroup group in groups) { var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap)); if (panel != null) { SelectGroup(group, panel); return; } } } public void SelectGroup(BeatmapGroup group, BeatmapPanel panel) { if (SelectedGroup != null && SelectedGroup != group) { SelectedGroup.State = BeatmapGroupState.Collapsed; foreach (BeatmapPanel p in group.BeatmapPanels) p.MoveToY(group.Header.Position.Y); } SelectedGroup = group; panel.State = PanelSelectedState.Selected; SelectedPanel = panel; float selectedY = computeYPositions(); ScrollTo(selectedY); } private static float offsetX(Panel panel, float dist, float halfHeight) { // The radius of the circle the carousel moves on. const float CIRCLE_RADIUS = 4; double discriminant = Math.Max(0, CIRCLE_RADIUS * CIRCLE_RADIUS - dist * dist); float x = (CIRCLE_RADIUS - (float)Math.Sqrt(discriminant)) * halfHeight; return 125 + x; } private void addPanel(int index) { Panel panel = panels[index]; if (panel.Hidden) return; if (!scrollableContent.Contains(panel)) { panel.Depth = index + (panel is BeatmapSetHeader ? panels.Count : 0); scrollableContent.Add(panel); } } protected override void Update() { base.Update(); float drawHeight = DrawHeight; scrollableContent.RemoveAll(delegate (Panel p) { float panelPosY = p.Position.Y; return panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !IsVisible; }); int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT); if (firstIndex < 0) firstIndex = ~firstIndex; int lastIndex = yPositions.BinarySearch(Current + drawHeight); if (lastIndex < 0) lastIndex = ~lastIndex; for (int i = firstIndex; i < lastIndex; ++i) addPanel(i); float halfHeight = drawHeight / 2; foreach (Panel panel in scrollableContent.Children) { float panelDrawY = panel.Position.Y - Current + panel.DrawHeight / 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.) panel.OriginPosition = new Vector2(-offsetX(panel, 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. panel.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1)); } } } }