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osu-lazer/osu.Game/Screens/OnlinePlay/Lounge/Components/RoomsContainer.cs
2021-07-13 16:00:42 +09:00

270 lines
8.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Threading;
using osu.Game.Extensions;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Online.Rooms;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Lounge.Components
{
public class RoomsContainer : CompositeDrawable, IKeyBindingHandler<GlobalAction>
{
public Action<Room> JoinRequested;
private readonly IBindableList<Room> rooms = new BindableList<Room>();
private readonly FillFlowContainer<DrawableRoom> roomFlow;
public IReadOnlyList<DrawableRoom> Rooms => roomFlow;
[Resolved(CanBeNull = true)]
private Bindable<FilterCriteria> filter { get; set; }
[Resolved]
private Bindable<Room> selectedRoom { get; set; }
[Resolved]
private IRoomManager roomManager { get; set; }
[Resolved(CanBeNull = true)]
private LoungeSubScreen loungeSubScreen { get; set; }
// handle deselection
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
public RoomsContainer()
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChild = new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Child = roomFlow = new FillFlowContainer<DrawableRoom>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(10),
}
};
}
protected override void LoadComplete()
{
rooms.CollectionChanged += roomsChanged;
roomManager.RoomsUpdated += updateSorting;
rooms.BindTo(roomManager.Rooms);
filter?.BindValueChanged(criteria => Filter(criteria.NewValue));
selectedRoom.BindValueChanged(selection =>
{
updateSelection();
}, true);
}
private void updateSelection() =>
roomFlow.Children.ForEach(r => r.State = r.Room == selectedRoom.Value ? SelectionState.Selected : SelectionState.NotSelected);
public void Filter(FilterCriteria criteria)
{
roomFlow.Children.ForEach(r =>
{
if (criteria == null)
r.MatchingFilter = true;
else
{
bool matchingFilter = true;
matchingFilter &= r.Room.Playlist.Count == 0 || criteria.Ruleset == null || r.Room.Playlist.Any(i => i.Ruleset.Value.Equals(criteria.Ruleset));
if (!string.IsNullOrEmpty(criteria.SearchString))
matchingFilter &= r.FilterTerms.Any(term => term.Contains(criteria.SearchString, StringComparison.InvariantCultureIgnoreCase));
r.MatchingFilter = matchingFilter;
}
});
}
private void roomsChanged(object sender, NotifyCollectionChangedEventArgs args)
{
switch (args.Action)
{
case NotifyCollectionChangedAction.Add:
addRooms(args.NewItems.Cast<Room>());
break;
case NotifyCollectionChangedAction.Remove:
removeRooms(args.OldItems.Cast<Room>());
break;
}
}
private void addRooms(IEnumerable<Room> rooms)
{
foreach (var room in rooms)
{
roomFlow.Add(new DrawableRoom(room)
{
Action = () =>
{
if (room == selectedRoom.Value)
{
joinSelected();
return;
}
selectRoom(room);
}
});
}
Filter(filter?.Value);
updateSelection();
}
private void removeRooms(IEnumerable<Room> rooms)
{
foreach (var r in rooms)
{
var toRemove = roomFlow.Single(d => d.Room == r);
toRemove.Action = null;
roomFlow.Remove(toRemove);
selectRoom(null);
}
}
private void updateSorting()
{
foreach (var room in roomFlow)
roomFlow.SetLayoutPosition(room, room.Room.Position.Value);
}
private void selectRoom(Room room) => selectedRoom.Value = room;
private void joinSelected()
{
if (selectedRoom.Value == null) return;
JoinRequested?.Invoke(selectedRoom.Value);
}
protected override bool OnClick(ClickEvent e)
{
selectRoom(null);
return base.OnClick(e);
}
#region Key selection logic (shared with BeatmapCarousel)
public bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.Select:
joinSelected();
return true;
case GlobalAction.SelectNext:
beginRepeatSelection(() => selectNext(1), action);
return true;
case GlobalAction.SelectPrevious:
beginRepeatSelection(() => selectNext(-1), action);
return true;
}
return false;
}
public void OnReleased(GlobalAction action)
{
switch (action)
{
case GlobalAction.SelectNext:
case GlobalAction.SelectPrevious:
endRepeatSelection(action);
break;
}
}
private ScheduledDelegate repeatDelegate;
private object lastRepeatSource;
/// <summary>
/// Begin repeating the specified selection action.
/// </summary>
/// <param name="action">The action to perform.</param>
/// <param name="source">The source of the action. Used in conjunction with <see cref="endRepeatSelection"/> to only cancel the correct action (most recently pressed key).</param>
private void beginRepeatSelection(Action action, object source)
{
endRepeatSelection();
lastRepeatSource = source;
repeatDelegate = this.BeginKeyRepeat(Scheduler, action);
}
private void endRepeatSelection(object source = null)
{
// only the most recent source should be able to cancel the current action.
if (source != null && !EqualityComparer<object>.Default.Equals(lastRepeatSource, source))
return;
repeatDelegate?.Cancel();
repeatDelegate = null;
lastRepeatSource = null;
}
private void selectNext(int direction)
{
var visibleRooms = Rooms.AsEnumerable().Where(r => r.IsPresent);
Room room;
if (selectedRoom.Value == null)
room = visibleRooms.FirstOrDefault()?.Room;
else
{
if (direction < 0)
visibleRooms = visibleRooms.Reverse();
room = visibleRooms.SkipWhile(r => r.Room != selectedRoom.Value).Skip(1).FirstOrDefault()?.Room;
}
// we already have a valid selection only change selection if we still have a room to switch to.
if (room != null)
selectRoom(room);
}
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (roomManager != null)
roomManager.RoomsUpdated -= updateSorting;
}
}
}