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602 lines
21 KiB
C#
602 lines
21 KiB
C#
// Copyright (c) 2007-2017 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.Graphics;
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using osu.Framework.Graphics.Containers;
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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.Game.Beatmaps.Drawables;
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using osu.Game.Configuration;
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using osu.Framework.Input;
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using OpenTK.Input;
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using osu.Framework.MathUtils;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Threading;
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using osu.Framework.Configuration;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Containers;
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namespace osu.Game.Screens.Select
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{
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internal class BeatmapCarousel : OsuScrollContainer
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{
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public BeatmapInfo SelectedBeatmap => selectedPanel?.Beatmap;
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public override bool HandleInput => AllowSelection;
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public Action BeatmapsChanged;
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public IEnumerable<BeatmapSetInfo> Beatmaps
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{
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get
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{
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return groups.Select(g => g.BeatmapSet);
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}
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set
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{
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scrollableContent.Clear(false);
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panels.Clear();
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groups.Clear();
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List<BeatmapGroup> newGroups = null;
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Task.Run(() =>
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{
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newGroups = value.Select(createGroup).ToList();
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criteria.Filter(newGroups);
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}).ContinueWith(t =>
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{
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Schedule(() =>
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{
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foreach (var g in newGroups)
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addGroup(g);
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computeYPositions();
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BeatmapsChanged?.Invoke();
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});
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});
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}
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}
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private readonly List<float> yPositions = new List<float>();
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/// <summary>
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/// Required for now unfortunately.
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/// </summary>
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private BeatmapManager manager;
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private readonly Container<Panel> scrollableContent;
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private readonly List<BeatmapGroup> groups = new List<BeatmapGroup>();
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private Bindable<SelectionRandomType> randomType;
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private readonly List<BeatmapGroup> seenGroups = new List<BeatmapGroup>();
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private readonly List<Panel> panels = new List<Panel>();
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private readonly Stack<KeyValuePair<BeatmapGroup, BeatmapPanel>> randomSelectedBeatmaps = new Stack<KeyValuePair<BeatmapGroup, BeatmapPanel>>();
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private BeatmapGroup selectedGroup;
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private BeatmapPanel selectedPanel;
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public BeatmapCarousel()
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{
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Add(scrollableContent = new Container<Panel>
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{
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RelativeSizeAxes = Axes.X,
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});
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}
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public void AddBeatmap(BeatmapSetInfo beatmapSet)
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{
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var group = createGroup(beatmapSet);
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//for the time being, let's completely load the difficulty panels in the background.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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Schedule(delegate
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{
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addGroup(group);
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computeYPositions();
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if (selectedGroup == null)
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selectGroup(group);
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});
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}
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public void RemoveBeatmap(BeatmapSetInfo beatmapSet) => removeGroup(groups.Find(b => b.BeatmapSet.ID == beatmapSet.ID));
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internal void UpdateBeatmap(BeatmapInfo beatmap)
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{
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// todo: this method should not run more than once for the same BeatmapSetInfo.
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var set = manager.Refresh(beatmap.BeatmapSet);
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// todo: this method should be smarter as to not recreate panels that haven't changed, etc.
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var group = groups.Find(b => b.BeatmapSet.ID == set.ID);
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if (group == null)
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return;
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var newGroup = createGroup(set);
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int i = groups.IndexOf(group);
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groups.RemoveAt(i);
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groups.Insert(i, newGroup);
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if (selectedGroup == group && newGroup.BeatmapPanels.Count == 0)
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selectedGroup = null;
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Filter(null, false);
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//check if we can/need to maintain our current selection.
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if (selectedGroup == group && newGroup.BeatmapPanels.Count > 0)
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{
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var newSelection =
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newGroup.BeatmapPanels.Find(p => p.Beatmap.ID == selectedPanel?.Beatmap.ID) ??
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newGroup.BeatmapPanels[Math.Min(newGroup.BeatmapPanels.Count - 1, group.BeatmapPanels.IndexOf(selectedPanel))];
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selectGroup(newGroup, newSelection);
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}
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}
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public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
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{
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if (beatmap == null || beatmap.Hidden)
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{
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SelectNext();
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return;
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}
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if (beatmap == SelectedBeatmap) return;
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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 Action<BeatmapInfo> SelectionChanged;
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public Action StartRequested;
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public Action<BeatmapSetInfo> DeleteRequested;
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public Action<BeatmapSetInfo> RestoreRequested;
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public Action<BeatmapInfo> HideDifficultyRequested;
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public void SelectNext(int direction = 1, bool skipDifficulties = true)
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{
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if (groups.All(g => g.State == BeatmapGroupState.Hidden))
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{
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selectedGroup = null;
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selectedPanel = null;
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SelectionChanged?.Invoke(null);
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return;
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}
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if (!skipDifficulties && selectedGroup != null)
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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;
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}
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}
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int startIndex = Math.Max(0, 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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if (skipDifficulties)
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SelectBeatmap(groups[index].SelectedPanel != null ? groups[index].SelectedPanel.Beatmap : groups[index].BeatmapPanels.First().Beatmap);
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else
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SelectBeatmap(direction == 1 ? groups[index].BeatmapPanels.First().Beatmap : groups[index].BeatmapPanels.Last().Beatmap);
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return;
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}
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} while (index != startIndex);
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}
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private IEnumerable<BeatmapGroup> getVisibleGroups() => groups.Where(selectGroup => selectGroup.State != BeatmapGroupState.Hidden);
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public void SelectNextRandom()
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{
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if (groups.Count == 0)
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return;
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var visibleGroups = getVisibleGroups();
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if (!visibleGroups.Any())
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return;
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if (selectedGroup != null)
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randomSelectedBeatmaps.Push(new KeyValuePair<BeatmapGroup, BeatmapPanel>(selectedGroup, selectedGroup.SelectedPanel));
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BeatmapGroup group;
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if (randomType == SelectionRandomType.RandomPermutation)
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{
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var notSeenGroups = visibleGroups.Except(seenGroups);
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if (!notSeenGroups.Any())
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{
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seenGroups.Clear();
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notSeenGroups = visibleGroups;
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}
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group = notSeenGroups.ElementAt(RNG.Next(notSeenGroups.Count()));
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seenGroups.Add(group);
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}
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else
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group = visibleGroups.ElementAt(RNG.Next(visibleGroups.Count()));
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BeatmapPanel panel = group.BeatmapPanels[RNG.Next(group.BeatmapPanels.Count)];
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selectGroup(group, panel);
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}
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public void SelectPreviousRandom()
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{
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if (!randomSelectedBeatmaps.Any())
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return;
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var visibleGroups = getVisibleGroups();
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if (!visibleGroups.Any())
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return;
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while (randomSelectedBeatmaps.Any())
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{
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var beatmapCoordinates = randomSelectedBeatmaps.Pop();
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var group = beatmapCoordinates.Key;
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if (visibleGroups.Contains(group))
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{
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selectGroup(group, beatmapCoordinates.Value);
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break;
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}
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}
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}
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private FilterCriteria criteria = new FilterCriteria();
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private ScheduledDelegate filterTask;
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public bool AllowSelection = true;
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public void FlushPendingFilters()
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{
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if (filterTask?.Completed == false)
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Filter(null, false);
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}
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public void Filter(FilterCriteria newCriteria = null, bool debounce = true)
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{
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if (newCriteria != null)
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criteria = newCriteria;
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if (!IsLoaded) return;
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Action perform = delegate
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{
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filterTask = null;
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criteria.Filter(groups);
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var filtered = new List<BeatmapGroup>(groups);
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scrollableContent.Clear(false);
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panels.Clear();
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groups.Clear();
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foreach (var g in filtered)
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addGroup(g);
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computeYPositions();
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if (selectedGroup == null || selectedGroup.State == BeatmapGroupState.Hidden)
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SelectNext();
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else
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selectGroup(selectedGroup, selectedPanel);
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};
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filterTask?.Cancel();
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filterTask = null;
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if (debounce)
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filterTask = Scheduler.AddDelayed(perform, 250);
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else
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perform();
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}
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public void ScrollToSelected(bool animated = true)
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{
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float selectedY = computeYPositions(animated);
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ScrollTo(selectedY, animated);
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}
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private BeatmapGroup createGroup(BeatmapSetInfo beatmapSet)
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{
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foreach (var b in beatmapSet.Beatmaps)
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{
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if (b.Metadata == null)
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b.Metadata = beatmapSet.Metadata;
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}
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return new BeatmapGroup(beatmapSet, manager)
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{
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SelectionChanged = (g, p) => selectGroup(g, p),
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StartRequested = b => StartRequested?.Invoke(),
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DeleteRequested = b => DeleteRequested?.Invoke(b),
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RestoreHiddenRequested = s => RestoreRequested?.Invoke(s),
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HideDifficultyRequested = b => HideDifficultyRequested?.Invoke(b),
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State = BeatmapGroupState.Collapsed
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};
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(BeatmapManager manager, OsuConfigManager config)
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{
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this.manager = manager;
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randomType = config.GetBindable<SelectionRandomType>(OsuSetting.SelectionRandomType);
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}
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private void addGroup(BeatmapGroup group)
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{
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groups.Add(group);
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panels.Add(group.Header);
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panels.AddRange(group.BeatmapPanels);
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}
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private void removeGroup(BeatmapGroup group)
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{
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if (group == null)
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return;
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groups.Remove(group);
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panels.Remove(group.Header);
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foreach (var p in group.BeatmapPanels)
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panels.Remove(p);
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scrollableContent.Remove(group.Header);
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scrollableContent.RemoveRange(group.BeatmapPanels);
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if (selectedGroup == group)
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SelectNext();
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computeYPositions();
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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, Easing.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, Easing.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, Easing.OutExpo);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.MoveToX(0, 500, Easing.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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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 ? 750 : 0, Easing.OutExpo);
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if (advance)
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currentY += panel.DrawHeight + 5;
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}
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private void selectGroup(BeatmapGroup group, BeatmapPanel panel = null, bool animated = true)
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{
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try
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{
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if (panel == null)
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panel = group.BeatmapPanels.First();
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if (selectedPanel == panel) return;
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Trace.Assert(group.BeatmapPanels.Contains(panel), @"Selected panel must be in provided group");
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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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group.State = BeatmapGroupState.Expanded;
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group.SelectedPanel = panel;
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panel.State = PanelSelectedState.Selected;
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if (selectedPanel == panel) return;
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selectedPanel = panel;
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selectedGroup = group;
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SelectionChanged?.Invoke(panel.Beatmap);
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}
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finally
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{
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ScrollToSelected(animated);
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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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SelectNext(direction, skipDifficulties);
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return true;
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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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float drawHeight = DrawHeight;
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// Remove all panels that should no longer be on-screen
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scrollableContent.RemoveAll(delegate (Panel p)
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{
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float panelPosY = p.Position.Y;
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bool remove = panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !p.IsPresent;
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return remove;
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});
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// Find index range of all panels that should be on-screen
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Trace.Assert(panels.Count == yPositions.Count);
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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)
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{
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lastIndex = ~lastIndex;
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// Add the first panel of the last visible beatmap group to preload its data.
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if (lastIndex != 0 && panels[lastIndex - 1] is BeatmapSetHeader)
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lastIndex++;
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}
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// Add those panels within the previously found index range that should be displayed.
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for (int i = firstIndex; i < lastIndex; ++i)
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{
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Panel panel = panels[i];
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if (panel.State == PanelSelectedState.Hidden)
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continue;
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// Only add if we're not already part of the content.
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if (!scrollableContent.Contains(panel))
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{
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// Makes sure headers are always _below_ panels,
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// and depth flows downward.
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panel.Depth = i + (panel is BeatmapSetHeader ? panels.Count : 0);
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scrollableContent.Add(panel);
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}
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}
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// Update externally controlled state of currently visible panels
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// (e.g. x-offset and opacity).
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float halfHeight = drawHeight / 2;
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foreach (Panel p in scrollableContent.Children)
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updatePanel(p, halfHeight);
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}
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/// <summary>
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/// Computes the x-offset of currently visible panels. Makes the carousel appear round.
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/// </summary>
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/// <param name="dist">
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/// Vertical distance from the center of the carousel container
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/// ranging from -1 to 1.
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/// </param>
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/// <param name="halfHeight">Half the height of the carousel container.</param>
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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.IsPresent ? 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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}
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}
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