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325 lines
12 KiB
C#
325 lines
12 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Transformations;
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using osu.Game.Database;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps.Drawables;
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using osu.Framework.Timing;
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using osu.Framework.Input;
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using OpenTK.Input;
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using System.Collections;
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using osu.Framework.MathUtils;
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namespace osu.Game.Screens.Select
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{
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class CarouselContainer : ScrollContainer, IEnumerable<BeatmapGroup>
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{
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private Container<Panel> scrollableContent;
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private List<BeatmapGroup> groups = new List<BeatmapGroup>();
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public BeatmapGroup SelectedGroup { get; private set; }
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public BeatmapPanel SelectedPanel { get; private set; }
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private List<float> yPositions = new List<float>();
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private CarouselLifetimeList<Panel> Lifetime;
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public CarouselContainer()
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{
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DistanceDecayJump = 0.01;
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Add(scrollableContent = new Container<Panel>(Lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
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{
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RelativeSizeAxes = Axes.X,
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});
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}
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internal class CarouselLifetimeList<T> : LifetimeList<Panel>
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{
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public CarouselLifetimeList(IComparer<Panel> comparer)
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: base(comparer)
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{
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}
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public int StartIndex;
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public int EndIndex;
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public override bool Update(FrameTimeInfo time)
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{
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bool anyAliveChanged = false;
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//check existing items to make sure they haven't died.
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foreach (var item in AliveItems.ToArray())
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{
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item.UpdateTime(time);
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if (!item.IsAlive)
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{
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//todo: make this more efficient
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int i = IndexOf(item);
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anyAliveChanged |= CheckItem(item, ref i);
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}
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}
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//handle custom range
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for (int i = StartIndex; i < EndIndex; i++)
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{
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var item = this[i];
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item.UpdateTime(time);
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anyAliveChanged |= CheckItem(item, ref i);
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}
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return anyAliveChanged;
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}
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}
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public void AddGroup(BeatmapGroup group)
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{
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group.State = BeatmapGroupState.Collapsed;
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groups.Add(group);
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group.Header.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(group.Header);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(panel);
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}
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computeYPositions();
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}
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private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
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{
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yPositions.Add(currentY);
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panel.MoveToY(currentY, animated && (panel.IsOnScreen || panel.State != PanelSelectedState.Hidden) ? 750 : 0, EasingTypes.OutExpo);
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if (advance)
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currentY += panel.DrawHeight + 5;
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}
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/// <summary>
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/// Computes the target Y positions for every panel in the carousel.
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/// </summary>
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/// <returns>The Y position of the currently selected panel.</returns>
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private float computeYPositions(bool animated = true)
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{
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yPositions.Clear();
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float currentY = DrawHeight / 2;
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float selectedY = currentY;
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foreach (BeatmapGroup group in groups)
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{
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movePanel(group.Header, group.State != BeatmapGroupState.Hidden, animated, ref currentY);
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if (group.State == BeatmapGroupState.Expanded)
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{
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group.Header.MoveToX(-100, 500, EasingTypes.OutExpo);
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var headerY = group.Header.Position.Y;
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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if (panel == SelectedPanel)
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selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
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panel.MoveToX(-50, 500, EasingTypes.OutExpo);
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//on first display we want to begin hidden under our group's header.
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if (panel.Alpha == 0)
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panel.MoveToY(headerY);
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movePanel(panel, true, animated, ref currentY);
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}
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}
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else
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{
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group.Header.MoveToX(0, 500, EasingTypes.OutExpo);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.MoveToX(0, 500, EasingTypes.OutExpo);
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movePanel(panel, false, animated, ref currentY);
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}
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}
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}
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currentY += DrawHeight / 2;
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scrollableContent.Height = currentY;
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return selectedY;
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}
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public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
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{
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foreach (BeatmapGroup group in groups)
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{
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var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (panel != null)
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{
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SelectGroup(group, panel, animated);
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return;
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}
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}
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}
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public void SelectGroup(BeatmapGroup group, BeatmapPanel panel, bool animated = true)
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{
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if (SelectedGroup != null && SelectedGroup != group && SelectedGroup.State != BeatmapGroupState.Hidden)
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SelectedGroup.State = BeatmapGroupState.Collapsed;
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SelectedGroup = group;
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panel.State = PanelSelectedState.Selected;
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SelectedPanel = panel;
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float selectedY = computeYPositions(animated);
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ScrollTo(selectedY, animated);
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}
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private static float offsetX(float dist, float halfHeight)
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{
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// The radius of the circle the carousel moves on.
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const float CIRCLE_RADIUS = 3;
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double discriminant = Math.Max(0, CIRCLE_RADIUS * CIRCLE_RADIUS - dist * dist);
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float x = (CIRCLE_RADIUS - (float)Math.Sqrt(discriminant)) * halfHeight;
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return 125 + x;
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}
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/// <summary>
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/// Update a panel's x position and multiplicative alpha based on its y position and
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/// the current scroll position.
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/// </summary>
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/// <param name="p">The panel to be updated.</param>
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/// <param name="halfHeight">Half the draw height of the carousel container.</param>
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private void updatePanel(Panel p, float halfHeight)
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{
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var height = p.IsVisible ? p.DrawHeight : 0;
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float panelDrawY = p.Position.Y - Current + height / 2;
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float dist = Math.Abs(1f - panelDrawY / halfHeight);
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// Setting the origin position serves as an additive position on top of potential
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// local transformation we may want to apply (e.g. when a panel gets selected, we
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// may want to smoothly transform it leftwards.)
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p.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 0);
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// We are applying a multiplicative alpha (which is internally done by nesting an
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// additional container and setting that container's alpha) such that we can
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// layer transformations on top, with a similar reasoning to the previous comment.
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p.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
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}
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protected override void Update()
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{
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base.Update();
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// Determine which items stopped being on screen for future removal from the lifetimelist.
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float drawHeight = DrawHeight;
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float halfHeight = drawHeight / 2;
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foreach (Panel p in Lifetime.AliveItems)
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{
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float panelPosY = p.Position.Y;
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p.IsOnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight;
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updatePanel(p, halfHeight);
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}
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// Determine range of indices for items that are now definitely on screen to be added
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// to the lifetimelist in the future.
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int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
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if (firstIndex < 0) firstIndex = ~firstIndex;
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int lastIndex = yPositions.BinarySearch(Current + drawHeight);
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if (lastIndex < 0) lastIndex = ~lastIndex;
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Lifetime.StartIndex = firstIndex;
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Lifetime.EndIndex = lastIndex;
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for (int i = firstIndex; i < lastIndex; ++i)
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{
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Panel p = Lifetime[i];
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if (p.State != PanelSelectedState.Hidden)
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p.IsOnScreen = true; //we don't want to update the on-screen state of hidden pannels as they have incorrect (stacked) y values.
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updatePanel(p, halfHeight);
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}
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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int direction = 0;
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bool skipDifficulties = false;
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switch (args.Key)
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{
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case Key.Up:
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direction = -1;
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break;
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case Key.Down:
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direction = 1;
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break;
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case Key.Left:
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direction = -1;
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skipDifficulties = true;
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break;
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case Key.Right:
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direction = 1;
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skipDifficulties = true;
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break;
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}
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if (direction == 0)
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return base.OnKeyDown(state, args);
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if (!skipDifficulties)
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{
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int i = SelectedGroup.BeatmapPanels.IndexOf(SelectedPanel) + direction;
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if (i >= 0 && i < SelectedGroup.BeatmapPanels.Count)
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{
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//changing difficulty panel, not set.
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SelectGroup(SelectedGroup, SelectedGroup.BeatmapPanels[i]);
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return true;
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}
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}
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int startIndex = groups.IndexOf(SelectedGroup);
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int index = startIndex;
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do
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{
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index = (index + direction + groups.Count) % groups.Count;
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if (groups[index].State != BeatmapGroupState.Hidden)
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{
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SelectBeatmap(groups[index].BeatmapPanels.First().Beatmap);
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return true;
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}
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} while (index != startIndex);
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return true;
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}
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public void SelectRandom()
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{
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if (groups.Count < 1)
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return;
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BeatmapGroup group = groups[RNG.Next(groups.Count)];
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BeatmapPanel panel = group?.BeatmapPanels.First();
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if (panel == null)
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return;
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SelectGroup(group, panel);
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}
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public IEnumerator<BeatmapGroup> GetEnumerator() => groups.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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}
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}
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