1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-27 13:53:10 +08:00
osu-lazer/osu.Game/Screens/OnlinePlay/Lounge/Components/RoomsContainer.cs

224 lines
7.4 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.
#nullable disable
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.Game.Graphics.Cursor;
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 readonly Bindable<Room> SelectedRoom = new Bindable<Room>();
public readonly Bindable<FilterCriteria> Filter = new Bindable<FilterCriteria>();
public IReadOnlyList<DrawableRoom> Rooms => roomFlow.FlowingChildren.Cast<DrawableRoom>().ToArray();
private readonly IBindableList<Room> rooms = new BindableList<Room>();
private readonly FillFlowContainer<DrawableLoungeRoom> roomFlow;
[Resolved]
private IRoomManager roomManager { get; set; }
// handle deselection
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
public RoomsContainer()
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
// account for the fact we are in a scroll container and want a bit of spacing from the scroll bar.
Padding = new MarginPadding { Right = 5 };
InternalChild = new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Child = roomFlow = new FillFlowContainer<DrawableLoungeRoom>
{
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 => applyFilterCriteria(criteria.NewValue), true);
}
private void applyFilterCriteria(FilterCriteria criteria)
{
roomFlow.Children.ForEach(r =>
{
if (criteria == null)
r.MatchingFilter = true;
else
{
bool matchingFilter = true;
matchingFilter &= criteria.Ruleset == null || r.Room.PlaylistItemStats.Value?.RulesetIDs.Any(id => id == criteria.Ruleset.OnlineID) != false;
if (!string.IsNullOrEmpty(criteria.SearchString))
{
// Room name isn't translatable, so ToString() is used here for simplicity.
matchingFilter &= r.FilterTerms.Any(term => term.ToString().Contains(criteria.SearchString, StringComparison.InvariantCultureIgnoreCase));
}
matchingFilter &= matchPermissions(r, criteria.Permissions);
r.MatchingFilter = matchingFilter;
}
});
static bool matchPermissions(DrawableLoungeRoom room, RoomPermissionsFilter accessType)
{
switch (accessType)
{
case RoomPermissionsFilter.All:
return true;
case RoomPermissionsFilter.Public:
return !room.Room.HasPassword.Value;
case RoomPermissionsFilter.Private:
return room.Room.HasPassword.Value;
default:
throw new ArgumentOutOfRangeException(nameof(accessType), accessType, $"Unsupported {nameof(RoomPermissionsFilter)} in filter");
}
}
}
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 DrawableLoungeRoom(room) { SelectedRoom = { BindTarget = SelectedRoom } });
applyFilterCriteria(Filter?.Value);
}
private void removeRooms(IEnumerable<Room> rooms)
{
foreach (var r in rooms)
{
roomFlow.RemoveAll(d => d.Room == r, true);
// selection may have a lease due to being in a sub screen.
if (!SelectedRoom.Disabled)
SelectedRoom.Value = null;
}
}
private void updateSorting()
{
foreach (var room in roomFlow)
{
roomFlow.SetLayoutPosition(room, room.Room.Category.Value > RoomCategory.Normal
// Always show spotlight playlists at the top of the listing.
? float.MinValue
: -(room.Room.RoomID.Value ?? 0));
}
}
protected override bool OnClick(ClickEvent e)
{
if (!SelectedRoom.Disabled)
SelectedRoom.Value = null;
return base.OnClick(e);
}
#region Key selection logic (shared with BeatmapCarousel and DrawableRoomPlaylist)
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.SelectNext:
selectNext(1);
return true;
case GlobalAction.SelectPrevious:
selectNext(-1);
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
private void selectNext(int direction)
{
if (SelectedRoom.Disabled)
return;
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)
SelectedRoom.Value = room;
}
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (roomManager != null)
roomManager.RoomsUpdated -= updateSorting;
}
}
}