mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 09:07:25 +08:00
305 lines
11 KiB
C#
305 lines
11 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
|
|
//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.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Lists;
|
|
using osu.Game.Beatmaps.Drawables;
|
|
using osu.Framework.Timing;
|
|
using osu.Framework.Input;
|
|
using OpenTK.Input;
|
|
using osu.Framework.MathUtils;
|
|
|
|
namespace osu.Game.Screens.Select
|
|
{
|
|
class CarouselContainer : ScrollContainer
|
|
{
|
|
private Container<Panel> scrollableContent;
|
|
private List<BeatmapGroup> groups = new List<BeatmapGroup>();
|
|
|
|
public BeatmapGroup SelectedGroup { get; private set; }
|
|
public BeatmapPanel SelectedPanel { get; private set; }
|
|
|
|
private List<float> yPositions = new List<float>();
|
|
private CarouselLifetimeList<Panel> Lifetime;
|
|
|
|
public CarouselContainer()
|
|
{
|
|
DistanceDecayJump = 0.01;
|
|
|
|
Add(scrollableContent = new Container<Panel>(Lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
|
|
{
|
|
RelativeSizeAxes = Axes.X,
|
|
});
|
|
}
|
|
|
|
internal class CarouselLifetimeList<T> : LifetimeList<Panel>
|
|
{
|
|
public CarouselLifetimeList(IComparer<Panel> comparer)
|
|
: base(comparer)
|
|
{
|
|
}
|
|
|
|
public int StartIndex;
|
|
public int EndIndex;
|
|
|
|
public override bool Update(FrameTimeInfo time)
|
|
{
|
|
bool anyAliveChanged = false;
|
|
|
|
//check existing items to make sure they haven't died.
|
|
foreach (var item in AliveItems.ToArray())
|
|
{
|
|
item.UpdateTime(time);
|
|
if (!item.IsAlive)
|
|
{
|
|
//todo: make this more efficient
|
|
int i = IndexOf(item);
|
|
anyAliveChanged |= CheckItem(item, ref i);
|
|
}
|
|
}
|
|
|
|
//handle custom range
|
|
for (int i = StartIndex; i < EndIndex; i++)
|
|
{
|
|
var item = this[i];
|
|
item.UpdateTime(time);
|
|
anyAliveChanged |= CheckItem(item, ref i);
|
|
}
|
|
|
|
return anyAliveChanged;
|
|
}
|
|
}
|
|
|
|
public void AddGroup(BeatmapGroup group)
|
|
{
|
|
group.State = BeatmapGroupState.Collapsed;
|
|
groups.Add(group);
|
|
|
|
group.Header.Depth = -scrollableContent.Children.Count();
|
|
scrollableContent.Add(group.Header);
|
|
|
|
foreach (BeatmapPanel panel in group.BeatmapPanels)
|
|
{
|
|
panel.Depth = -scrollableContent.Children.Count();
|
|
scrollableContent.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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the target Y positions for every panel in the carousel.
|
|
/// </summary>
|
|
/// <returns>The Y position of the currently selected panel.</returns>
|
|
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);
|
|
var headerY = group.Header.Position.Y;
|
|
|
|
foreach (BeatmapPanel panel in group.BeatmapPanels)
|
|
{
|
|
if (panel == SelectedPanel)
|
|
selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
|
|
|
|
panel.MoveToX(-50, 500, EasingTypes.OutExpo);
|
|
|
|
//on first display we want to begin hidden under our group's header.
|
|
if (panel.Alpha == 0)
|
|
panel.MoveToY(headerY);
|
|
|
|
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;
|
|
|
|
SelectedGroup = group;
|
|
panel.State = PanelSelectedState.Selected;
|
|
SelectedPanel = panel;
|
|
|
|
float selectedY = computeYPositions();
|
|
ScrollTo(selectedY);
|
|
}
|
|
|
|
private static float offsetX(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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update a panel's x position and multiplicative alpha based on its y position and
|
|
/// the current scroll position.
|
|
/// </summary>
|
|
/// <param name="p">The panel to be updated.</param>
|
|
/// <param name="halfHeight">Half the draw height of the carousel container.</param>
|
|
private void updatePanel(Panel p, float halfHeight)
|
|
{
|
|
float panelDrawY = p.Position.Y - Current + p.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.)
|
|
p.OriginPosition = new Vector2(-offsetX(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.
|
|
p.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// Determine which items stopped being on screen for future removal from the lifetimelist.
|
|
float drawHeight = DrawHeight;
|
|
float halfHeight = drawHeight / 2;
|
|
|
|
foreach (Panel p in Lifetime.AliveItems)
|
|
{
|
|
float panelPosY = p.Position.Y;
|
|
p.IsOnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight;
|
|
updatePanel(p, halfHeight);
|
|
}
|
|
|
|
// Determine range of indices for items that are now definitely on screen to be added
|
|
// to the lifetimelist in the future.
|
|
int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
|
|
if (firstIndex < 0) firstIndex = ~firstIndex;
|
|
int lastIndex = yPositions.BinarySearch(Current + drawHeight);
|
|
if (lastIndex < 0) lastIndex = ~lastIndex;
|
|
|
|
Lifetime.StartIndex = firstIndex;
|
|
Lifetime.EndIndex = lastIndex;
|
|
|
|
for (int i = firstIndex; i < lastIndex; ++i)
|
|
{
|
|
Panel p = Lifetime[i];
|
|
p.IsOnScreen = true;
|
|
updatePanel(p, halfHeight);
|
|
}
|
|
}
|
|
|
|
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
|
{
|
|
int direction = 0;
|
|
bool skipDifficulties = false;
|
|
|
|
switch (args.Key)
|
|
{
|
|
case Key.Up:
|
|
direction = -1;
|
|
break;
|
|
case Key.Down:
|
|
direction = 1;
|
|
break;
|
|
case Key.Left:
|
|
direction = -1;
|
|
skipDifficulties = true;
|
|
break;
|
|
case Key.Right:
|
|
direction = 1;
|
|
skipDifficulties = true;
|
|
break;
|
|
}
|
|
|
|
if (direction != 0)
|
|
{
|
|
int index = SelectedGroup.BeatmapPanels.IndexOf(SelectedPanel) + direction;
|
|
|
|
if (!skipDifficulties && index >= 0 && index < SelectedGroup.BeatmapPanels.Count)
|
|
//changing difficulty panel, not set.
|
|
SelectGroup(SelectedGroup, SelectedGroup.BeatmapPanels[index]);
|
|
else
|
|
{
|
|
index = (groups.IndexOf(SelectedGroup) + direction + groups.Count) % groups.Count;
|
|
SelectBeatmap(groups[index].BeatmapPanels.First().Beatmap);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return base.OnKeyDown(state, args);
|
|
}
|
|
|
|
public void SelectRandom()
|
|
{
|
|
if (groups.Count < 1)
|
|
return;
|
|
BeatmapGroup group = groups[RNG.Next(groups.Count)];
|
|
BeatmapPanel panel = group?.BeatmapPanels.First();
|
|
if (panel == null)
|
|
return;
|
|
SelectGroup(group, panel);
|
|
}
|
|
}
|
|
}
|