mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 14:57:25 +08:00
896 lines
34 KiB
C#
896 lines
34 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.Diagnostics;
|
|
using System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Caching;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Pooling;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Framework.Layout;
|
|
using osu.Framework.Threading;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.Graphics.Cursor;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Screens.Select.Carousel;
|
|
using osuTK;
|
|
using osuTK.Input;
|
|
|
|
namespace osu.Game.Screens.Select
|
|
{
|
|
public class BeatmapCarousel : CompositeDrawable, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
/// <summary>
|
|
/// Height of the area above the carousel that should be treated as visible due to transparency of elements in front of it.
|
|
/// </summary>
|
|
public float BleedTop { get; set; }
|
|
|
|
/// <summary>
|
|
/// Height of the area below the carousel that should be treated as visible due to transparency of elements in front of it.
|
|
/// </summary>
|
|
public float BleedBottom { get; set; }
|
|
|
|
/// <summary>
|
|
/// Triggered when the <see cref="BeatmapSets"/> loaded change and are completely loaded.
|
|
/// </summary>
|
|
public Action BeatmapSetsChanged;
|
|
|
|
/// <summary>
|
|
/// The currently selected beatmap.
|
|
/// </summary>
|
|
public BeatmapInfo SelectedBeatmapInfo => selectedBeatmap?.BeatmapInfo;
|
|
|
|
private CarouselBeatmap selectedBeatmap => selectedBeatmapSet?.Beatmaps.FirstOrDefault(s => s.State.Value == CarouselItemState.Selected);
|
|
|
|
/// <summary>
|
|
/// The currently selected beatmap set.
|
|
/// </summary>
|
|
public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet;
|
|
|
|
/// <summary>
|
|
/// A function to optionally decide on a recommended difficulty from a beatmap set.
|
|
/// </summary>
|
|
public Func<IEnumerable<BeatmapInfo>, BeatmapInfo> GetRecommendedBeatmap;
|
|
|
|
private CarouselBeatmapSet selectedBeatmapSet;
|
|
|
|
/// <summary>
|
|
/// Raised when the <see cref="SelectedBeatmapInfo"/> is changed.
|
|
/// </summary>
|
|
public Action<BeatmapInfo> SelectionChanged;
|
|
|
|
public override bool HandleNonPositionalInput => AllowSelection;
|
|
public override bool HandlePositionalInput => AllowSelection;
|
|
|
|
public override bool PropagatePositionalInputSubTree => AllowSelection;
|
|
public override bool PropagateNonPositionalInputSubTree => AllowSelection;
|
|
|
|
private (int first, int last) displayedRange;
|
|
|
|
/// <summary>
|
|
/// Extend the range to retain already loaded pooled drawables.
|
|
/// </summary>
|
|
private const float distance_offscreen_before_unload = 1024;
|
|
|
|
/// <summary>
|
|
/// Extend the range to update positions / retrieve pooled drawables outside of visible range.
|
|
/// </summary>
|
|
private const float distance_offscreen_to_preload = 512; // todo: adjust this appropriately once we can make set panel contents load while off-screen.
|
|
|
|
/// <summary>
|
|
/// Whether carousel items have completed asynchronously loaded.
|
|
/// </summary>
|
|
public bool BeatmapSetsLoaded { get; private set; }
|
|
|
|
protected readonly CarouselScrollContainer Scroll;
|
|
|
|
private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
|
|
|
|
// todo: only used for testing, maybe remove.
|
|
public IEnumerable<BeatmapSetInfo> BeatmapSets
|
|
{
|
|
get => beatmapSets.Select(g => g.BeatmapSet);
|
|
set => loadBeatmapSets(value);
|
|
}
|
|
|
|
private void loadBeatmapSets(IEnumerable<BeatmapSetInfo> beatmapSets)
|
|
{
|
|
CarouselRoot newRoot = new CarouselRoot(this);
|
|
|
|
newRoot.AddChildren(beatmapSets.Select(createCarouselSet).Where(g => g != null));
|
|
|
|
root = newRoot;
|
|
if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet))
|
|
selectedBeatmapSet = null;
|
|
|
|
Scroll.Clear(false);
|
|
itemsCache.Invalidate();
|
|
ScrollToSelected();
|
|
|
|
// apply any pending filter operation that may have been delayed (see applyActiveCriteria's scheduling behaviour when BeatmapSetsLoaded is false).
|
|
FlushPendingFilterOperations();
|
|
|
|
// Run on late scheduler want to ensure this runs after all pending UpdateBeatmapSet / RemoveBeatmapSet operations are run.
|
|
SchedulerAfterChildren.Add(() =>
|
|
{
|
|
BeatmapSetsChanged?.Invoke();
|
|
BeatmapSetsLoaded = true;
|
|
|
|
itemsCache.Invalidate();
|
|
});
|
|
}
|
|
|
|
private readonly List<CarouselItem> visibleItems = new List<CarouselItem>();
|
|
|
|
private readonly Cached itemsCache = new Cached();
|
|
private PendingScrollOperation pendingScrollOperation = PendingScrollOperation.None;
|
|
|
|
public Bindable<bool> RightClickScrollingEnabled = new Bindable<bool>();
|
|
|
|
public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>();
|
|
private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
|
|
private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
|
|
|
|
private CarouselRoot root;
|
|
|
|
private readonly DrawablePool<DrawableCarouselBeatmapSet> setPool = new DrawablePool<DrawableCarouselBeatmapSet>(100);
|
|
|
|
public BeatmapCarousel()
|
|
{
|
|
root = new CarouselRoot(this);
|
|
InternalChild = new OsuContextMenuContainer
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
setPool,
|
|
Scroll = new CarouselScrollContainer
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
[Resolved]
|
|
private BeatmapManager beatmaps { get; set; }
|
|
|
|
[BackgroundDependencyLoader(permitNulls: true)]
|
|
private void load(OsuConfigManager config)
|
|
{
|
|
config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm);
|
|
config.BindWith(OsuSetting.SongSelectRightMouseScroll, RightClickScrollingEnabled);
|
|
|
|
RightClickScrollingEnabled.ValueChanged += enabled => Scroll.RightMouseScrollbar = enabled.NewValue;
|
|
RightClickScrollingEnabled.TriggerChange();
|
|
|
|
beatmaps.ItemUpdated += beatmapUpdated;
|
|
beatmaps.ItemRemoved += beatmapRemoved;
|
|
beatmaps.BeatmapHidden += beatmapHidden;
|
|
beatmaps.BeatmapRestored += beatmapRestored;
|
|
|
|
if (!beatmapSets.Any())
|
|
loadBeatmapSets(GetLoadableBeatmaps());
|
|
}
|
|
|
|
protected virtual IEnumerable<BeatmapSetInfo> GetLoadableBeatmaps() => beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.AllButFiles);
|
|
|
|
public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
|
|
{
|
|
var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
|
|
|
|
if (existingSet == null)
|
|
return;
|
|
|
|
root.RemoveChild(existingSet);
|
|
itemsCache.Invalidate();
|
|
});
|
|
|
|
public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
|
|
{
|
|
int? previouslySelectedID = null;
|
|
CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
|
|
|
|
// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
|
|
if (existingSet?.State?.Value == CarouselItemState.Selected)
|
|
previouslySelectedID = selectedBeatmap?.BeatmapInfo.ID;
|
|
|
|
var newSet = createCarouselSet(beatmapSet);
|
|
|
|
if (existingSet != null)
|
|
root.RemoveChild(existingSet);
|
|
|
|
if (newSet == null)
|
|
{
|
|
itemsCache.Invalidate();
|
|
return;
|
|
}
|
|
|
|
root.AddChild(newSet);
|
|
|
|
// only reset scroll position if already near the scroll target.
|
|
// without this, during a large beatmap import it is impossible to navigate the carousel.
|
|
applyActiveCriteria(false, alwaysResetScrollPosition: false);
|
|
|
|
// check if we can/need to maintain our current selection.
|
|
if (previouslySelectedID != null)
|
|
select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.BeatmapInfo.ID == previouslySelectedID) ?? newSet);
|
|
|
|
itemsCache.Invalidate();
|
|
Schedule(() => BeatmapSetsChanged?.Invoke());
|
|
});
|
|
|
|
/// <summary>
|
|
/// Selects a given beatmap on the carousel.
|
|
/// </summary>
|
|
/// <param name="beatmapInfo">The beatmap to select.</param>
|
|
/// <param name="bypassFilters">Whether to select the beatmap even if it is filtered (i.e., not visible on carousel).</param>
|
|
/// <returns>True if a selection was made, False if it wasn't.</returns>
|
|
public bool SelectBeatmap(BeatmapInfo beatmapInfo, bool bypassFilters = true)
|
|
{
|
|
// ensure that any pending events from BeatmapManager have been run before attempting a selection.
|
|
Scheduler.Update();
|
|
|
|
if (beatmapInfo?.Hidden != false)
|
|
return false;
|
|
|
|
foreach (CarouselBeatmapSet set in beatmapSets)
|
|
{
|
|
if (!bypassFilters && set.Filtered.Value)
|
|
continue;
|
|
|
|
var item = set.Beatmaps.FirstOrDefault(p => p.BeatmapInfo.Equals(beatmapInfo));
|
|
|
|
if (item == null)
|
|
// The beatmap that needs to be selected doesn't exist in this set
|
|
continue;
|
|
|
|
if (!bypassFilters && item.Filtered.Value)
|
|
return false;
|
|
|
|
select(item);
|
|
|
|
// if we got here and the set is filtered, it means we were bypassing filters.
|
|
// in this case, reapplying the filter is necessary to ensure the panel is in the correct place
|
|
// (since it is forcefully being included in the carousel).
|
|
if (set.Filtered.Value)
|
|
{
|
|
Debug.Assert(bypassFilters);
|
|
|
|
applyActiveCriteria(false);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Increment selection in the carousel in a chosen direction.
|
|
/// </summary>
|
|
/// <param name="direction">The direction to increment. Negative is backwards.</param>
|
|
/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
|
|
public void SelectNext(int direction = 1, bool skipDifficulties = true)
|
|
{
|
|
if (beatmapSets.All(s => s.Filtered.Value))
|
|
return;
|
|
|
|
if (skipDifficulties)
|
|
selectNextSet(direction, true);
|
|
else
|
|
selectNextDifficulty(direction);
|
|
}
|
|
|
|
private void selectNextSet(int direction, bool skipDifficulties)
|
|
{
|
|
var unfilteredSets = beatmapSets.Where(s => !s.Filtered.Value).ToList();
|
|
|
|
var nextSet = unfilteredSets[(unfilteredSets.IndexOf(selectedBeatmapSet) + direction + unfilteredSets.Count) % unfilteredSets.Count];
|
|
|
|
if (skipDifficulties)
|
|
select(nextSet);
|
|
else
|
|
select(direction > 0 ? nextSet.Beatmaps.First(b => !b.Filtered.Value) : nextSet.Beatmaps.Last(b => !b.Filtered.Value));
|
|
}
|
|
|
|
private void selectNextDifficulty(int direction)
|
|
{
|
|
if (selectedBeatmap == null)
|
|
return;
|
|
|
|
var unfilteredDifficulties = selectedBeatmapSet.Children.Where(s => !s.Filtered.Value).ToList();
|
|
|
|
int index = unfilteredDifficulties.IndexOf(selectedBeatmap);
|
|
|
|
if (index + direction < 0 || index + direction >= unfilteredDifficulties.Count)
|
|
selectNextSet(direction, false);
|
|
else
|
|
select(unfilteredDifficulties[index + direction]);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Select the next beatmap in the random sequence.
|
|
/// </summary>
|
|
/// <returns>True if a selection could be made, else False.</returns>
|
|
public bool SelectNextRandom()
|
|
{
|
|
if (!AllowSelection)
|
|
return false;
|
|
|
|
var visibleSets = beatmapSets.Where(s => !s.Filtered.Value).ToList();
|
|
if (!visibleSets.Any())
|
|
return false;
|
|
|
|
if (selectedBeatmap != null)
|
|
{
|
|
randomSelectedBeatmaps.Push(selectedBeatmap);
|
|
|
|
// when performing a random, we want to add the current set to the previously visited list
|
|
// else the user may be "randomised" to the existing selection.
|
|
if (previouslyVisitedRandomSets.LastOrDefault() != selectedBeatmapSet)
|
|
previouslyVisitedRandomSets.Add(selectedBeatmapSet);
|
|
}
|
|
|
|
CarouselBeatmapSet set;
|
|
|
|
if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
|
|
{
|
|
var notYetVisitedSets = visibleSets.Except(previouslyVisitedRandomSets).ToList();
|
|
|
|
if (!notYetVisitedSets.Any())
|
|
{
|
|
previouslyVisitedRandomSets.RemoveAll(s => visibleSets.Contains(s));
|
|
notYetVisitedSets = visibleSets;
|
|
}
|
|
|
|
set = notYetVisitedSets.ElementAt(RNG.Next(notYetVisitedSets.Count));
|
|
previouslyVisitedRandomSets.Add(set);
|
|
}
|
|
else
|
|
set = visibleSets.ElementAt(RNG.Next(visibleSets.Count));
|
|
|
|
select(set);
|
|
return true;
|
|
}
|
|
|
|
public void SelectPreviousRandom()
|
|
{
|
|
while (randomSelectedBeatmaps.Any())
|
|
{
|
|
var beatmap = randomSelectedBeatmaps.Pop();
|
|
|
|
if (!beatmap.Filtered.Value)
|
|
{
|
|
if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
|
|
previouslyVisitedRandomSets.Remove(selectedBeatmapSet);
|
|
select(beatmap);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void select(CarouselItem item)
|
|
{
|
|
if (!AllowSelection)
|
|
return;
|
|
|
|
if (item == null) return;
|
|
|
|
item.State.Value = CarouselItemState.Selected;
|
|
}
|
|
|
|
private FilterCriteria activeCriteria = new FilterCriteria();
|
|
|
|
protected ScheduledDelegate PendingFilter;
|
|
|
|
public bool AllowSelection = true;
|
|
|
|
/// <summary>
|
|
/// Half the height of the visible content.
|
|
/// <remarks>
|
|
/// This is different from the height of <see cref="ScrollContainer{T}"/>.displayableContent, since
|
|
/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
|
|
/// </remarks>
|
|
/// </summary>
|
|
private float visibleHalfHeight => (DrawHeight + BleedBottom + BleedTop) / 2;
|
|
|
|
/// <summary>
|
|
/// The position of the lower visible bound with respect to the current scroll position.
|
|
/// </summary>
|
|
private float visibleBottomBound => Scroll.Current + DrawHeight + BleedBottom;
|
|
|
|
/// <summary>
|
|
/// The position of the upper visible bound with respect to the current scroll position.
|
|
/// </summary>
|
|
private float visibleUpperBound => Scroll.Current - BleedTop;
|
|
|
|
public void FlushPendingFilterOperations()
|
|
{
|
|
if (PendingFilter?.Completed == false)
|
|
{
|
|
applyActiveCriteria(false);
|
|
Update();
|
|
}
|
|
}
|
|
|
|
public void Filter(FilterCriteria newCriteria, bool debounce = true)
|
|
{
|
|
if (newCriteria != null)
|
|
activeCriteria = newCriteria;
|
|
|
|
applyActiveCriteria(debounce);
|
|
}
|
|
|
|
private void applyActiveCriteria(bool debounce, bool alwaysResetScrollPosition = true)
|
|
{
|
|
PendingFilter?.Cancel();
|
|
PendingFilter = null;
|
|
|
|
if (debounce)
|
|
PendingFilter = Scheduler.AddDelayed(perform, 250);
|
|
else
|
|
{
|
|
// if initial load is not yet finished, this will be run inline in loadBeatmapSets to ensure correct order of operation.
|
|
if (!BeatmapSetsLoaded)
|
|
PendingFilter = Schedule(perform);
|
|
else
|
|
perform();
|
|
}
|
|
|
|
void perform()
|
|
{
|
|
PendingFilter = null;
|
|
|
|
root.Filter(activeCriteria);
|
|
itemsCache.Invalidate();
|
|
|
|
if (alwaysResetScrollPosition || !Scroll.UserScrolling)
|
|
ScrollToSelected(true);
|
|
}
|
|
}
|
|
|
|
private float? scrollTarget;
|
|
|
|
/// <summary>
|
|
/// Scroll to the current <see cref="SelectedBeatmapInfo"/>.
|
|
/// </summary>
|
|
/// <param name="immediate">
|
|
/// Whether the scroll position should immediately be shifted to the target, delegating animation to visible panels.
|
|
/// This should be true for operations like filtering - where panels are changing visibility state - to avoid large jumps in animation.
|
|
/// </param>
|
|
public void ScrollToSelected(bool immediate = false) =>
|
|
pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
|
|
|
|
#region Key / button selection logic
|
|
|
|
protected override bool OnKeyDown(KeyDownEvent e)
|
|
{
|
|
switch (e.Key)
|
|
{
|
|
case Key.Left:
|
|
SelectNext(-1);
|
|
return true;
|
|
|
|
case Key.Right:
|
|
SelectNext();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.SelectNext:
|
|
SelectNext(1, false);
|
|
return true;
|
|
|
|
case GlobalAction.SelectPrevious:
|
|
SelectNext(-1, false);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
#endregion
|
|
|
|
protected override bool OnInvalidate(Invalidation invalidation, InvalidationSource source)
|
|
{
|
|
// handles the vertical size of the carousel changing (ie. on window resize when aspect ratio has changed).
|
|
if ((invalidation & Invalidation.Layout) > 0)
|
|
itemsCache.Invalidate();
|
|
|
|
return base.OnInvalidate(invalidation, source);
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
bool revalidateItems = !itemsCache.IsValid;
|
|
|
|
// First we iterate over all non-filtered carousel items and populate their
|
|
// vertical position data.
|
|
if (revalidateItems)
|
|
updateYPositions();
|
|
|
|
// if there is a pending scroll action we apply it without animation and transfer the difference in position to the panels.
|
|
// this is intentionally applied before updating the visible range below, to avoid animating new items (sourced from pool) from locations off-screen, as it looks bad.
|
|
if (pendingScrollOperation != PendingScrollOperation.None)
|
|
updateScrollPosition();
|
|
|
|
// This data is consumed to find the currently displayable range.
|
|
// This is the range we want to keep drawables for, and should exceed the visible range slightly to avoid drawable churn.
|
|
var newDisplayRange = getDisplayRange();
|
|
|
|
// If the filtered items or visible range has changed, pooling requirements need to be checked.
|
|
// This involves fetching new items from the pool, returning no-longer required items.
|
|
if (revalidateItems || newDisplayRange != displayedRange)
|
|
{
|
|
displayedRange = newDisplayRange;
|
|
|
|
if (visibleItems.Count > 0)
|
|
{
|
|
var toDisplay = visibleItems.GetRange(displayedRange.first, displayedRange.last - displayedRange.first + 1);
|
|
|
|
foreach (var panel in Scroll.Children)
|
|
{
|
|
if (toDisplay.Remove(panel.Item))
|
|
{
|
|
// panel already displayed.
|
|
continue;
|
|
}
|
|
|
|
// panel loaded as drawable but not required by visible range.
|
|
// remove but only if too far off-screen
|
|
if (panel.Y + panel.DrawHeight < visibleUpperBound - distance_offscreen_before_unload || panel.Y > visibleBottomBound + distance_offscreen_before_unload)
|
|
{
|
|
// may want a fade effect here (could be seen if a huge change happens, like a set with 20 difficulties becomes selected).
|
|
panel.ClearTransforms();
|
|
panel.Expire();
|
|
}
|
|
}
|
|
|
|
// Add those items within the previously found index range that should be displayed.
|
|
foreach (var item in toDisplay)
|
|
{
|
|
var panel = setPool.Get(p => p.Item = item);
|
|
|
|
panel.Depth = item.CarouselYPosition;
|
|
panel.Y = item.CarouselYPosition;
|
|
|
|
Scroll.Add(panel);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update externally controlled state of currently visible items (e.g. x-offset and opacity).
|
|
// This is a per-frame update on all drawable panels.
|
|
foreach (DrawableCarouselItem item in Scroll.Children)
|
|
{
|
|
updateItem(item);
|
|
|
|
if (item is DrawableCarouselBeatmapSet set)
|
|
{
|
|
foreach (var diff in set.DrawableBeatmaps)
|
|
updateItem(diff, item);
|
|
}
|
|
}
|
|
}
|
|
|
|
private readonly CarouselBoundsItem carouselBoundsItem = new CarouselBoundsItem();
|
|
|
|
private (int firstIndex, int lastIndex) getDisplayRange()
|
|
{
|
|
// Find index range of all items that should be on-screen
|
|
carouselBoundsItem.CarouselYPosition = visibleUpperBound - distance_offscreen_to_preload;
|
|
int firstIndex = visibleItems.BinarySearch(carouselBoundsItem);
|
|
if (firstIndex < 0) firstIndex = ~firstIndex;
|
|
|
|
carouselBoundsItem.CarouselYPosition = visibleBottomBound + distance_offscreen_to_preload;
|
|
int lastIndex = visibleItems.BinarySearch(carouselBoundsItem);
|
|
if (lastIndex < 0) lastIndex = ~lastIndex;
|
|
|
|
// as we can't be 100% sure on the size of individual carousel drawables,
|
|
// always play it safe and extend bounds by one.
|
|
firstIndex = Math.Max(0, firstIndex - 1);
|
|
lastIndex = Math.Clamp(lastIndex + 1, firstIndex, Math.Max(0, visibleItems.Count - 1));
|
|
|
|
return (firstIndex, lastIndex);
|
|
}
|
|
|
|
private void beatmapRemoved(BeatmapSetInfo item) => RemoveBeatmapSet(item);
|
|
private void beatmapUpdated(BeatmapSetInfo item) => UpdateBeatmapSet(item);
|
|
private void beatmapRestored(BeatmapInfo b) => UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
|
|
private void beatmapHidden(BeatmapInfo b) => UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
|
|
|
|
private CarouselBeatmapSet createCarouselSet(BeatmapSetInfo beatmapSet)
|
|
{
|
|
if (beatmapSet.Beatmaps.All(b => b.Hidden))
|
|
return null;
|
|
|
|
// todo: remove the need for this.
|
|
foreach (var b in beatmapSet.Beatmaps)
|
|
b.Metadata ??= beatmapSet.Metadata;
|
|
|
|
var set = new CarouselBeatmapSet(beatmapSet)
|
|
{
|
|
GetRecommendedBeatmap = beatmaps => GetRecommendedBeatmap?.Invoke(beatmaps)
|
|
};
|
|
|
|
foreach (var c in set.Beatmaps)
|
|
{
|
|
c.State.ValueChanged += state =>
|
|
{
|
|
if (state.NewValue == CarouselItemState.Selected)
|
|
{
|
|
selectedBeatmapSet = set;
|
|
SelectionChanged?.Invoke(c.BeatmapInfo);
|
|
|
|
itemsCache.Invalidate();
|
|
ScrollToSelected();
|
|
}
|
|
};
|
|
}
|
|
|
|
return set;
|
|
}
|
|
|
|
private const float panel_padding = 5;
|
|
|
|
/// <summary>
|
|
/// Computes the target Y positions for every item in the carousel.
|
|
/// </summary>
|
|
/// <returns>The Y position of the currently selected item.</returns>
|
|
private void updateYPositions()
|
|
{
|
|
visibleItems.Clear();
|
|
|
|
float currentY = visibleHalfHeight;
|
|
|
|
scrollTarget = null;
|
|
|
|
foreach (CarouselItem item in root.Children)
|
|
{
|
|
if (item.Filtered.Value)
|
|
continue;
|
|
|
|
switch (item)
|
|
{
|
|
case CarouselBeatmapSet set:
|
|
{
|
|
visibleItems.Add(set);
|
|
set.CarouselYPosition = currentY;
|
|
|
|
if (item.State.Value == CarouselItemState.Selected)
|
|
{
|
|
// scroll position at currentY makes the set panel appear at the very top of the carousel's screen space
|
|
// move down by half of visible height (height of the carousel's visible extent, including semi-transparent areas)
|
|
// then reapply the top semi-transparent area (because carousel's screen space starts below it)
|
|
scrollTarget = currentY + DrawableCarouselBeatmapSet.HEIGHT - visibleHalfHeight + BleedTop;
|
|
|
|
foreach (var b in set.Beatmaps)
|
|
{
|
|
if (!b.Visible)
|
|
continue;
|
|
|
|
if (b.State.Value == CarouselItemState.Selected)
|
|
{
|
|
scrollTarget += b.TotalHeight / 2;
|
|
break;
|
|
}
|
|
|
|
scrollTarget += b.TotalHeight;
|
|
}
|
|
}
|
|
|
|
currentY += set.TotalHeight + panel_padding;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
currentY += visibleHalfHeight;
|
|
|
|
Scroll.ScrollContent.Height = currentY;
|
|
|
|
itemsCache.Validate();
|
|
|
|
// update and let external consumers know about selection loss.
|
|
if (BeatmapSetsLoaded)
|
|
{
|
|
bool selectionLost = selectedBeatmapSet != null && selectedBeatmapSet.State.Value != CarouselItemState.Selected;
|
|
|
|
if (selectionLost)
|
|
{
|
|
selectedBeatmapSet = null;
|
|
SelectionChanged?.Invoke(null);
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool firstScroll = true;
|
|
|
|
private void updateScrollPosition()
|
|
{
|
|
if (scrollTarget != null)
|
|
{
|
|
if (firstScroll)
|
|
{
|
|
// reduce movement when first displaying the carousel.
|
|
Scroll.ScrollTo(scrollTarget.Value - 200, false);
|
|
firstScroll = false;
|
|
}
|
|
|
|
switch (pendingScrollOperation)
|
|
{
|
|
case PendingScrollOperation.Standard:
|
|
Scroll.ScrollTo(scrollTarget.Value);
|
|
break;
|
|
|
|
case PendingScrollOperation.Immediate:
|
|
|
|
// in order to simplify animation logic, rather than using the animated version of ScrollTo,
|
|
// we take the difference in scroll height and apply to all visible panels.
|
|
// this avoids edge cases like when the visible panels is reduced suddenly, causing ScrollContainer
|
|
// to enter clamp-special-case mode where it animates completely differently to normal.
|
|
float scrollChange = scrollTarget.Value - Scroll.Current;
|
|
Scroll.ScrollTo(scrollTarget.Value, false);
|
|
foreach (var i in Scroll.Children)
|
|
i.Y += scrollChange;
|
|
break;
|
|
}
|
|
|
|
pendingScrollOperation = PendingScrollOperation.None;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the x-offset of currently visible items. 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;
|
|
float discriminant = MathF.Max(0, circle_radius * circle_radius - dist * dist);
|
|
float x = (circle_radius - MathF.Sqrt(discriminant)) * halfHeight;
|
|
|
|
return 125 + x;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update a item's x position and multiplicative alpha based on its y position and
|
|
/// the current scroll position.
|
|
/// </summary>
|
|
/// <param name="item">The item to be updated.</param>
|
|
/// <param name="parent">For nested items, the parent of the item to be updated.</param>
|
|
private void updateItem(DrawableCarouselItem item, DrawableCarouselItem parent = null)
|
|
{
|
|
Vector2 posInScroll = Scroll.ScrollContent.ToLocalSpace(item.Header.ScreenSpaceDrawQuad.Centre);
|
|
float itemDrawY = posInScroll.Y - visibleUpperBound;
|
|
float dist = Math.Abs(1f - itemDrawY / visibleHalfHeight);
|
|
|
|
// adjusting the item's overall X position can cause it to become masked away when
|
|
// child items (difficulties) are still visible.
|
|
item.Header.X = offsetX(dist, visibleHalfHeight) - (parent?.X ?? 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 alpha transformations on top.
|
|
item.SetMultiplicativeAlpha(Math.Clamp(1.75f - 1.5f * dist, 0, 1));
|
|
}
|
|
|
|
private enum PendingScrollOperation
|
|
{
|
|
None,
|
|
Standard,
|
|
Immediate,
|
|
}
|
|
|
|
/// <summary>
|
|
/// A carousel item strictly used for binary search purposes.
|
|
/// </summary>
|
|
private class CarouselBoundsItem : CarouselItem
|
|
{
|
|
public override DrawableCarouselItem CreateDrawableRepresentation() =>
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
private class CarouselRoot : CarouselGroupEagerSelect
|
|
{
|
|
private readonly BeatmapCarousel carousel;
|
|
|
|
public CarouselRoot(BeatmapCarousel carousel)
|
|
{
|
|
// root should always remain selected. if not, PerformSelection will not be called.
|
|
State.Value = CarouselItemState.Selected;
|
|
State.ValueChanged += state => State.Value = CarouselItemState.Selected;
|
|
|
|
this.carousel = carousel;
|
|
}
|
|
|
|
protected override void PerformSelection()
|
|
{
|
|
if (LastSelected == null || LastSelected.Filtered.Value)
|
|
carousel?.SelectNextRandom();
|
|
else
|
|
base.PerformSelection();
|
|
}
|
|
}
|
|
|
|
protected class CarouselScrollContainer : UserTrackingScrollContainer<DrawableCarouselItem>
|
|
{
|
|
private bool rightMouseScrollBlocked;
|
|
|
|
public CarouselScrollContainer()
|
|
{
|
|
// size is determined by the carousel itself, due to not all content necessarily being loaded.
|
|
ScrollContent.AutoSizeAxes = Axes.None;
|
|
|
|
// the scroll container may get pushed off-screen by global screen changes, but we still want panels to display outside of the bounds.
|
|
Masking = false;
|
|
}
|
|
|
|
protected override bool OnMouseDown(MouseDownEvent e)
|
|
{
|
|
if (e.Button == MouseButton.Right)
|
|
{
|
|
// we need to block right click absolute scrolling when hovering a carousel item so context menus can display.
|
|
// this can be reconsidered when we have an alternative to right click scrolling.
|
|
if (GetContainingInputManager().HoveredDrawables.OfType<DrawableCarouselItem>().Any())
|
|
{
|
|
rightMouseScrollBlocked = true;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
rightMouseScrollBlocked = false;
|
|
return base.OnMouseDown(e);
|
|
}
|
|
|
|
protected override bool OnDragStart(DragStartEvent e)
|
|
{
|
|
if (rightMouseScrollBlocked)
|
|
return false;
|
|
|
|
return base.OnDragStart(e);
|
|
}
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
if (beatmaps != null)
|
|
{
|
|
beatmaps.ItemUpdated -= beatmapUpdated;
|
|
beatmaps.ItemRemoved -= beatmapRemoved;
|
|
beatmaps.BeatmapHidden -= beatmapHidden;
|
|
beatmaps.BeatmapRestored -= beatmapRestored;
|
|
}
|
|
}
|
|
}
|
|
}
|