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osu-lazer/osu.Game/Screens/Select/BeatmapCarousel.cs
Dean Herbert 4e65da0fd1 Fix regression in panel select animation.
Currently we are required to update computeYPositions twice per selection. Without doing this, panels are in the wrong place when using keyboard selection.

There's still a bit of work to be done to make this work correctly. It's caused by a race condition of state application for panels which have not yet been presented (and get their state applied in LoadComplete which breaks the order of things).
2017-04-28 22:17:35 +09:00

477 lines
16 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Database;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps.Drawables;
using osu.Framework.Input;
using OpenTK.Input;
using System.Collections;
using osu.Framework.MathUtils;
using System.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Threading;
namespace osu.Game.Screens.Select
{
internal class BeatmapCarousel : ScrollContainer, IEnumerable<BeatmapGroup>
{
public BeatmapInfo SelectedBeatmap => selectedPanel?.Beatmap;
public Action BeatmapsChanged;
public IEnumerable<BeatmapSetInfo> Beatmaps
{
get
{
return groups.Select(g => g.BeatmapSet);
}
set
{
scrollableContent.Clear(false);
panels.Clear();
groups.Clear();
List<BeatmapGroup> newGroups = null;
Task.Run(() =>
{
newGroups = value.Select(createGroup).ToList();
criteria.Filter(newGroups);
}).ContinueWith(t =>
{
Schedule(() =>
{
foreach (var g in newGroups)
addGroup(g);
computeYPositions();
BeatmapsChanged?.Invoke();
});
});
}
}
private readonly List<float> yPositions = new List<float>();
/// <summary>
/// Required for now unfortunately.
/// </summary>
private BeatmapDatabase database;
private readonly Container<Panel> scrollableContent;
private readonly List<BeatmapGroup> groups = new List<BeatmapGroup>();
private readonly List<Panel> panels = new List<Panel>();
private BeatmapGroup selectedGroup;
private BeatmapPanel selectedPanel;
public BeatmapCarousel()
{
Add(scrollableContent = new Container<Panel>
{
RelativeSizeAxes = Axes.X,
});
}
public void AddBeatmap(BeatmapSetInfo beatmapSet)
{
var group = createGroup(beatmapSet);
//for the time being, let's completely load the difficulty panels in the background.
//this likely won't scale so well, but allows us to completely async the loading flow.
Schedule(delegate
{
addGroup(group);
computeYPositions();
if (selectedGroup == null)
selectGroup(group);
});
}
public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
{
if (beatmap == null)
{
SelectNext();
return;
}
foreach (BeatmapGroup group in groups)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (panel != null)
{
selectGroup(group, panel, animated);
return;
}
}
}
public void RemoveBeatmap(BeatmapSetInfo info) => removeGroup(groups.Find(b => b.BeatmapSet.ID == info.ID));
public Action<BeatmapInfo> SelectionChanged;
public Action StartRequested;
public void SelectNext(int direction = 1, bool skipDifficulties = true)
{
if (groups.Count == 0)
{
selectedGroup = null;
selectedPanel = null;
return;
}
if (!skipDifficulties && selectedGroup != null)
{
int i = selectedGroup.BeatmapPanels.IndexOf(selectedPanel) + direction;
if (i >= 0 && i < selectedGroup.BeatmapPanels.Count)
{
//changing difficulty panel, not set.
selectGroup(selectedGroup, selectedGroup.BeatmapPanels[i]);
return;
}
}
int startIndex = Math.Max(0, groups.IndexOf(selectedGroup));
int index = startIndex;
do
{
index = (index + direction + groups.Count) % groups.Count;
if (groups[index].State != BeatmapGroupState.Hidden)
{
SelectBeatmap(groups[index].BeatmapPanels.First().Beatmap);
return;
}
} while (index != startIndex);
}
public void SelectRandom()
{
List<BeatmapGroup> visibleGroups = groups.Where(selectGroup => selectGroup.State != BeatmapGroupState.Hidden).ToList();
if (visibleGroups.Count < 1)
return;
BeatmapGroup group = visibleGroups[RNG.Next(visibleGroups.Count)];
BeatmapPanel panel = group?.BeatmapPanels.First();
if (panel == null)
return;
selectGroup(group, panel);
}
private FilterCriteria criteria = new FilterCriteria();
private ScheduledDelegate filterTask;
public void Filter(FilterCriteria newCriteria = null, bool debounce = true)
{
if (newCriteria != null)
criteria = newCriteria;
if (!IsLoaded) return;
Action perform = delegate
{
filterTask = null;
criteria.Filter(groups);
var filtered = new List<BeatmapGroup>(groups);
scrollableContent.Clear(false);
panels.Clear();
groups.Clear();
foreach (var g in filtered)
addGroup(g);
computeYPositions();
if (selectedGroup == null || selectedGroup.State == BeatmapGroupState.Hidden)
SelectNext();
else
selectGroup(selectedGroup);
};
filterTask?.Cancel();
if (debounce)
filterTask = Scheduler.AddDelayed(perform, 250);
else
perform();
}
public IEnumerator<BeatmapGroup> GetEnumerator() => groups.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
private BeatmapGroup createGroup(BeatmapSetInfo beatmapSet)
{
database.GetChildren(beatmapSet);
beatmapSet.Beatmaps.ForEach(b =>
{
database.GetChildren(b);
if (b.Metadata == null)
b.Metadata = beatmapSet.Metadata;
});
return new BeatmapGroup(beatmapSet, database)
{
SelectionChanged = (g, p) => selectGroup(g, p),
StartRequested = b => StartRequested?.Invoke(),
State = BeatmapGroupState.Collapsed
};
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapDatabase database)
{
this.database = database;
}
private void addGroup(BeatmapGroup group)
{
groups.Add(group);
panels.Add(group.Header);
panels.AddRange(group.BeatmapPanels);
}
private void removeGroup(BeatmapGroup group)
{
groups.Remove(group);
panels.Remove(group.Header);
foreach (var p in group.BeatmapPanels)
panels.Remove(p);
scrollableContent.Remove(group.Header);
scrollableContent.Remove(group.BeatmapPanels);
if (selectedGroup == group)
SelectNext();
computeYPositions();
}
/// <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(bool animated = true)
{
yPositions.Clear();
float currentY = DrawHeight / 2;
float selectedY = currentY;
foreach (BeatmapGroup group in groups)
{
movePanel(group.Header, group.State != BeatmapGroupState.Hidden, animated, 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, animated, 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, animated, ref currentY);
}
}
}
currentY += DrawHeight / 2;
scrollableContent.Height = currentY;
return selectedY;
}
private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
{
yPositions.Add(currentY);
panel.MoveToY(currentY, animated ? 750 : 0, EasingTypes.OutExpo);
if (advance)
currentY += panel.DrawHeight + 5;
}
private void selectGroup(BeatmapGroup group, BeatmapPanel panel = null, bool animated = true)
{
try
{
if (panel == null)
panel = group.BeatmapPanels.First();
if (selectedPanel == panel) return;
Trace.Assert(group.BeatmapPanels.Contains(panel), @"Selected panel must be in provided group");
if (selectedGroup != null && selectedGroup != group && selectedGroup.State != BeatmapGroupState.Hidden)
selectedGroup.State = BeatmapGroupState.Collapsed;
group.State = BeatmapGroupState.Expanded;
panel.State = PanelSelectedState.Selected;
selectedPanel = panel;
selectedGroup = group;
SelectionChanged?.Invoke(panel.Beatmap);
}
finally
{
float selectedY = computeYPositions(animated);
ScrollTo(selectedY, animated);
}
}
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)
return base.OnKeyDown(state, args);
SelectNext(direction, skipDifficulties);
return true;
}
protected override void Update()
{
base.Update();
float drawHeight = DrawHeight;
// Remove all panels that should no longer be on-screen
scrollableContent.RemoveAll(delegate (Panel p)
{
float panelPosY = p.Position.Y;
bool remove = panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !p.IsPresent;
return remove;
});
// Find index range of all panels that should be on-screen
Trace.Assert(panels.Count == yPositions.Count);
int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
if (firstIndex < 0) firstIndex = ~firstIndex;
int lastIndex = yPositions.BinarySearch(Current + drawHeight);
if (lastIndex < 0) lastIndex = ~lastIndex;
// Add those panels within the previously found index range that should be displayed.
for (int i = firstIndex; i < lastIndex; ++i)
{
Panel panel = panels[i];
if (panel.State == PanelSelectedState.Hidden)
continue;
// Only add if we're not already part of the content.
if (!scrollableContent.Contains(panel))
{
// Makes sure headers are always _below_ panels,
// and depth flows downward.
panel.Depth = i + (panel is BeatmapSetHeader ? panels.Count : 0);
scrollableContent.Add(panel);
}
}
// Update externally controlled state of currently visible panels
// (e.g. x-offset and opacity).
float halfHeight = drawHeight / 2;
foreach (Panel p in scrollableContent.Children)
updatePanel(p, halfHeight);
}
/// <summary>
/// Computes the x-offset of currently visible panels. Makes the carousel appear round.
/// </summary>
/// <param name="dist">
/// Vertical distance from the center of the carousel container
/// ranging from -1 to 1.
/// </param>
/// <param name="halfHeight">Half the height of the carousel container.</param>
private static float offsetX(float dist, float halfHeight)
{
// The radius of the circle the carousel moves on.
const float circle_radius = 3;
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)
{
var height = p.IsPresent ? p.DrawHeight : 0;
float panelDrawY = p.Position.Y - Current + height / 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));
}
}
}