mirror of
https://github.com/ppy/osu.git
synced 2024-11-19 06:42:54 +08:00
4a59e3351e
Also fixes one issue I spotted in BeatmapCarousel related to incorrectly holding a selection after new sets are loaded.
732 lines
26 KiB
C#
732 lines
26 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osuTK;
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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.Configuration;
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using osuTK.Input;
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using osu.Framework.MathUtils;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Threading;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Screens.Select.Carousel;
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namespace osu.Game.Screens.Select
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{
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public class BeatmapCarousel : CompositeDrawable
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{
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private const float bleed_top = FilterControl.HEIGHT;
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private const float bleed_bottom = Footer.HEIGHT;
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/// <summary>
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/// Triggered when the <see cref="BeatmapSets"/> loaded change and are completely loaded.
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/// </summary>
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public Action BeatmapSetsChanged;
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/// <summary>
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/// The currently selected beatmap.
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/// </summary>
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public BeatmapInfo SelectedBeatmap => selectedBeatmap?.Beatmap;
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private CarouselBeatmap selectedBeatmap => selectedBeatmapSet?.Beatmaps.FirstOrDefault(s => s.State.Value == CarouselItemState.Selected);
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/// <summary>
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/// The currently selected beatmap set.
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/// </summary>
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public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet;
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private CarouselBeatmapSet selectedBeatmapSet;
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/// <summary>
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/// Raised when the <see cref="SelectedBeatmap"/> is changed.
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/// </summary>
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public Action<BeatmapInfo> SelectionChanged;
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public override bool HandleNonPositionalInput => AllowSelection;
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public override bool HandlePositionalInput => AllowSelection;
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/// <summary>
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/// Whether carousel items have completed asynchronously loaded.
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/// </summary>
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public bool BeatmapSetsLoaded { get; private set; }
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private readonly OsuScrollContainer scroll;
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private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
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public IEnumerable<BeatmapSetInfo> BeatmapSets
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{
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get => beatmapSets.Select(g => g.BeatmapSet);
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set => loadBeatmapSets(value);
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}
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private void loadBeatmapSets(IEnumerable<BeatmapSetInfo> beatmapSets)
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{
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CarouselRoot newRoot = new CarouselRoot(this);
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beatmapSets.Select(createCarouselSet).Where(g => g != null).ForEach(newRoot.AddChild);
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newRoot.Filter(activeCriteria);
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// preload drawables as the ctor overhead is quite high currently.
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var _ = newRoot.Drawables;
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root = newRoot;
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if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet))
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selectedBeatmapSet = null;
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scrollableContent.Clear(false);
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itemsCache.Invalidate();
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scrollPositionCache.Invalidate();
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// Run on late scheduler want to ensure this runs after all pending UpdateBeatmapSet / RemoveBeatmapSet operations are run.
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SchedulerAfterChildren.Add(() =>
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{
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BeatmapSetsChanged?.Invoke();
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BeatmapSetsLoaded = true;
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});
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}
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private readonly List<float> yPositions = new List<float>();
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private readonly Cached itemsCache = new Cached();
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private readonly Cached scrollPositionCache = new Cached();
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private readonly Container<DrawableCarouselItem> scrollableContent;
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public Bindable<bool> RightClickScrollingEnabled = new Bindable<bool>();
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public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>();
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private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
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private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
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protected List<DrawableCarouselItem> Items = new List<DrawableCarouselItem>();
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private CarouselRoot root;
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public BeatmapCarousel()
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{
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root = new CarouselRoot(this);
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InternalChild = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = scroll = new CarouselScrollContainer
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{
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Masking = false,
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RelativeSizeAxes = Axes.Both,
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Child = scrollableContent = new Container<DrawableCarouselItem>
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{
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RelativeSizeAxes = Axes.X,
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}
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}
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};
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuConfigManager config, BeatmapManager beatmaps)
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{
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config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm);
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config.BindWith(OsuSetting.SongSelectRightMouseScroll, RightClickScrollingEnabled);
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RightClickScrollingEnabled.ValueChanged += enabled => scroll.RightMouseScrollbar = enabled.NewValue;
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RightClickScrollingEnabled.TriggerChange();
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loadBeatmapSets(beatmaps.GetAllUsableBeatmapSetsEnumerable());
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}
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public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
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{
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var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
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if (existingSet == null)
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return;
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root.RemoveChild(existingSet);
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itemsCache.Invalidate();
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});
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public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
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{
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int? previouslySelectedID = null;
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CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
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// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
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if (existingSet?.State?.Value == CarouselItemState.Selected)
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previouslySelectedID = selectedBeatmap?.Beatmap.ID;
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var newSet = createCarouselSet(beatmapSet);
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if (existingSet != null)
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root.RemoveChild(existingSet);
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if (newSet == null)
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{
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itemsCache.Invalidate();
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return;
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}
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root.AddChild(newSet);
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applyActiveCriteria(false, false);
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//check if we can/need to maintain our current selection.
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if (previouslySelectedID != null)
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet);
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itemsCache.Invalidate();
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Schedule(() => BeatmapSetsChanged?.Invoke());
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});
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/// <summary>
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/// Selects a given beatmap on the carousel.
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///
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/// If bypassFilters is false, we will try to select another unfiltered beatmap in the same set. If the
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/// entire set is filtered, no selection is made.
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/// </summary>
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/// <param name="beatmap">The beatmap to select.</param>
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/// <param name="bypassFilters">Whether to select the beatmap even if it is filtered (i.e., not visible on carousel).</param>
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/// <returns>True if a selection was made, False if it wasn't.</returns>
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public bool SelectBeatmap(BeatmapInfo beatmap, bool bypassFilters = true)
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{
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if (beatmap?.Hidden != false)
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return false;
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foreach (CarouselBeatmapSet set in beatmapSets)
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{
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if (!bypassFilters && set.Filtered.Value)
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continue;
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var item = set.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (item == null)
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// The beatmap that needs to be selected doesn't exist in this set
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continue;
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if (!bypassFilters && item.Filtered.Value)
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// The beatmap exists in this set but is filtered, so look for the first unfiltered map in the set
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item = set.Beatmaps.FirstOrDefault(b => !b.Filtered.Value);
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if (item != null)
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{
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select(item);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Increment selection in the carousel in a chosen direction.
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/// </summary>
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/// <param name="direction">The direction to increment. Negative is backwards.</param>
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/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
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public void SelectNext(int direction = 1, bool skipDifficulties = true)
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{
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var visibleItems = Items.Where(s => !s.Item.Filtered.Value).ToList();
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if (!visibleItems.Any())
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return;
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DrawableCarouselItem drawable = null;
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if (selectedBeatmap != null && (drawable = selectedBeatmap.Drawables.FirstOrDefault()) == null)
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// if the selected beatmap isn't present yet, we can't correctly change selection.
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// we can fix this by changing this method to not reference drawables / Items in the first place.
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return;
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int originalIndex = visibleItems.IndexOf(drawable);
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int currentIndex = originalIndex;
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// local function to increment the index in the required direction, wrapping over extremities.
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int incrementIndex() => currentIndex = (currentIndex + direction + visibleItems.Count) % visibleItems.Count;
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while (incrementIndex() != originalIndex)
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{
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var item = visibleItems[currentIndex].Item;
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if (item.Filtered.Value || item.State.Value == CarouselItemState.Selected) continue;
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switch (item)
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{
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case CarouselBeatmap beatmap:
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if (skipDifficulties) continue;
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select(beatmap);
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return;
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case CarouselBeatmapSet set:
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if (skipDifficulties)
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select(set);
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else
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select(direction > 0 ? set.Beatmaps.First(b => !b.Filtered.Value) : set.Beatmaps.Last(b => !b.Filtered.Value));
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return;
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}
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}
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}
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/// <summary>
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/// Select the next beatmap in the random sequence.
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/// </summary>
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/// <returns>True if a selection could be made, else False.</returns>
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public bool SelectNextRandom()
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{
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var visibleSets = beatmapSets.Where(s => !s.Filtered.Value).ToList();
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if (!visibleSets.Any())
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return false;
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if (selectedBeatmap != null)
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{
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randomSelectedBeatmaps.Push(selectedBeatmap);
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// when performing a random, we want to add the current set to the previously visited list
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// else the user may be "randomised" to the existing selection.
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if (previouslyVisitedRandomSets.LastOrDefault() != selectedBeatmapSet)
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previouslyVisitedRandomSets.Add(selectedBeatmapSet);
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}
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CarouselBeatmapSet set;
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if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
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{
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var notYetVisitedSets = visibleSets.Except(previouslyVisitedRandomSets).ToList();
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if (!notYetVisitedSets.Any())
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{
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previouslyVisitedRandomSets.RemoveAll(s => visibleSets.Contains(s));
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notYetVisitedSets = visibleSets;
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}
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set = notYetVisitedSets.ElementAt(RNG.Next(notYetVisitedSets.Count));
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previouslyVisitedRandomSets.Add(set);
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}
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else
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set = visibleSets.ElementAt(RNG.Next(visibleSets.Count));
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var visibleBeatmaps = set.Beatmaps.Where(s => !s.Filtered.Value).ToList();
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select(visibleBeatmaps[RNG.Next(visibleBeatmaps.Count)]);
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return true;
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}
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public void SelectPreviousRandom()
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{
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while (randomSelectedBeatmaps.Any())
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{
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var beatmap = randomSelectedBeatmaps.Pop();
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if (!beatmap.Filtered.Value)
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{
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if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
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previouslyVisitedRandomSets.Remove(selectedBeatmapSet);
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select(beatmap);
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break;
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}
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}
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}
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private void select(CarouselItem item)
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{
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if (!AllowSelection)
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return;
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if (item == null) return;
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item.State.Value = CarouselItemState.Selected;
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}
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private FilterCriteria activeCriteria = new FilterCriteria();
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protected ScheduledDelegate PendingFilter;
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public bool AllowSelection = true;
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/// <summary>
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/// Half the height of the visible content.
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/// <remarks>
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/// This is different from the height of <see cref="ScrollContainer{T}.displayableContent"/>, since
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/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
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/// </remarks>
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/// </summary>
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private float visibleHalfHeight => (DrawHeight + bleed_bottom + bleed_top) / 2;
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/// <summary>
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/// The position of the lower visible bound with respect to the current scroll position.
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/// </summary>
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private float visibleBottomBound => scroll.Current + DrawHeight + bleed_bottom;
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/// <summary>
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/// The position of the upper visible bound with respect to the current scroll position.
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/// </summary>
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private float visibleUpperBound => scroll.Current - bleed_top;
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public void FlushPendingFilterOperations()
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{
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if (PendingFilter?.Completed == false)
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{
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applyActiveCriteria(false, false);
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Update();
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}
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}
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public void Filter(FilterCriteria newCriteria, bool debounce = true)
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{
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if (newCriteria != null)
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activeCriteria = newCriteria;
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applyActiveCriteria(debounce, true);
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}
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private void applyActiveCriteria(bool debounce, bool scroll)
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{
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if (root.Children.Any() != true) return;
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void perform()
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{
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PendingFilter = null;
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root.Filter(activeCriteria);
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itemsCache.Invalidate();
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if (scroll) scrollPositionCache.Invalidate();
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}
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PendingFilter?.Cancel();
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PendingFilter = null;
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if (debounce)
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PendingFilter = Scheduler.AddDelayed(perform, 250);
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else
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perform();
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}
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private float? scrollTarget;
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public void ScrollToSelected() => scrollPositionCache.Invalidate();
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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int direction = 0;
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bool skipDifficulties = false;
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switch (e.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(e);
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SelectNext(direction, skipDifficulties);
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return true;
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}
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protected override bool ReceivePositionalInputAtSubTree(Vector2 screenSpacePos) => ReceivePositionalInputAt(screenSpacePos);
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protected override void Update()
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{
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base.Update();
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if (!itemsCache.IsValid)
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updateItems();
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if (!scrollPositionCache.IsValid)
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updateScrollPosition();
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// Remove all items that should no longer be on-screen
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scrollableContent.RemoveAll(p => p.Y < visibleUpperBound - p.DrawHeight || p.Y > visibleBottomBound || !p.IsPresent);
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// Find index range of all items that should be on-screen
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Trace.Assert(Items.Count == yPositions.Count);
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int firstIndex = yPositions.BinarySearch(visibleUpperBound - DrawableCarouselItem.MAX_HEIGHT);
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if (firstIndex < 0) firstIndex = ~firstIndex;
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int lastIndex = yPositions.BinarySearch(visibleBottomBound);
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if (lastIndex < 0) lastIndex = ~lastIndex;
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int notVisibleCount = 0;
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// Add those items 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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DrawableCarouselItem item = Items[i];
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if (!item.Item.Visible)
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{
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if (!item.IsPresent)
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notVisibleCount++;
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continue;
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}
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float depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0);
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// Only add if we're not already part of the content.
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if (!scrollableContent.Contains(item))
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{
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// Makes sure headers are always _below_ items,
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// and depth flows downward.
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item.Depth = depth;
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switch (item.LoadState)
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{
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case LoadState.NotLoaded:
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LoadComponentAsync(item);
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break;
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case LoadState.Loading:
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break;
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default:
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scrollableContent.Add(item);
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break;
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}
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}
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else
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{
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scrollableContent.ChangeChildDepth(item, depth);
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}
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}
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// this is not actually useful right now, but once we have groups may well be.
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if (notVisibleCount > 50)
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itemsCache.Invalidate();
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// Update externally controlled state of currently visible items
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// (e.g. x-offset and opacity).
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foreach (DrawableCarouselItem p in scrollableContent.Children)
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updateItem(p);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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// aggressively dispose "off-screen" items to reduce GC pressure.
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foreach (var i in Items)
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i.Dispose();
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}
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private CarouselBeatmapSet createCarouselSet(BeatmapSetInfo beatmapSet)
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{
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if (beatmapSet.Beatmaps.All(b => b.Hidden))
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return null;
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// todo: remove the need for this.
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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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var set = new CarouselBeatmapSet(beatmapSet);
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foreach (var c in set.Beatmaps)
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{
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c.State.ValueChanged += state =>
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{
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if (state.NewValue == CarouselItemState.Selected)
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{
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selectedBeatmapSet = set;
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SelectionChanged?.Invoke(c.Beatmap);
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itemsCache.Invalidate();
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scrollPositionCache.Invalidate();
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}
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};
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}
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return set;
|
|
}
|
|
|
|
/// <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 updateItems()
|
|
{
|
|
Items = root.Drawables.ToList();
|
|
|
|
yPositions.Clear();
|
|
|
|
float currentY = visibleHalfHeight;
|
|
DrawableCarouselBeatmapSet lastSet = null;
|
|
|
|
scrollTarget = null;
|
|
|
|
foreach (DrawableCarouselItem d in Items)
|
|
{
|
|
if (d.IsPresent)
|
|
{
|
|
switch (d)
|
|
{
|
|
case DrawableCarouselBeatmapSet set:
|
|
lastSet = set;
|
|
|
|
set.MoveToX(set.Item.State.Value == CarouselItemState.Selected ? -100 : 0, 500, Easing.OutExpo);
|
|
set.MoveToY(currentY, 750, Easing.OutExpo);
|
|
break;
|
|
|
|
case DrawableCarouselBeatmap beatmap:
|
|
if (beatmap.Item.State.Value == CarouselItemState.Selected)
|
|
scrollTarget = currentY + beatmap.DrawHeight / 2 - DrawHeight / 2;
|
|
|
|
void performMove(float y, float? startY = null)
|
|
{
|
|
if (startY != null) beatmap.MoveTo(new Vector2(0, startY.Value));
|
|
beatmap.MoveToX(beatmap.Item.State.Value == CarouselItemState.Selected ? -50 : 0, 500, Easing.OutExpo);
|
|
beatmap.MoveToY(y, 750, Easing.OutExpo);
|
|
}
|
|
|
|
Debug.Assert(lastSet != null);
|
|
|
|
float? setY = null;
|
|
if (!d.IsLoaded || beatmap.Alpha == 0) // can't use IsPresent due to DrawableCarouselItem override.
|
|
setY = lastSet.Y + lastSet.DrawHeight + 5;
|
|
|
|
if (d.IsLoaded)
|
|
performMove(currentY, setY);
|
|
else
|
|
{
|
|
float y = currentY;
|
|
d.OnLoadComplete += _ => performMove(y, setY);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
yPositions.Add(currentY);
|
|
|
|
if (d.Item.Visible)
|
|
currentY += d.DrawHeight + 5;
|
|
}
|
|
|
|
currentY += visibleHalfHeight;
|
|
scrollableContent.Height = currentY;
|
|
|
|
if (BeatmapSetsLoaded && (selectedBeatmapSet == null || selectedBeatmap == null || selectedBeatmapSet.State.Value != CarouselItemState.Selected))
|
|
{
|
|
selectedBeatmapSet = null;
|
|
SelectionChanged?.Invoke(null);
|
|
}
|
|
|
|
itemsCache.Validate();
|
|
}
|
|
|
|
private void updateScrollPosition()
|
|
{
|
|
if (scrollTarget != null) scroll.ScrollTo(scrollTarget.Value);
|
|
scrollPositionCache.Validate();
|
|
}
|
|
|
|
/// <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;
|
|
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 item's x position and multiplicative alpha based on its y position and
|
|
/// the current scroll position.
|
|
/// </summary>
|
|
/// <param name="p">The item to be updated.</param>
|
|
private void updateItem(DrawableCarouselItem p)
|
|
{
|
|
float itemDrawY = p.Position.Y - visibleUpperBound + p.DrawHeight / 2;
|
|
float dist = Math.Abs(1f - itemDrawY / visibleHalfHeight);
|
|
|
|
// Setting the origin position serves as an additive position on top of potential
|
|
// local transformation we may want to apply (e.g. when a item gets selected, we
|
|
// may want to smoothly transform it leftwards.)
|
|
p.OriginPosition = new Vector2(-offsetX(dist, visibleHalfHeight), 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));
|
|
}
|
|
|
|
private class CarouselRoot : CarouselGroupEagerSelect
|
|
{
|
|
private readonly BeatmapCarousel carousel;
|
|
|
|
public CarouselRoot(BeatmapCarousel carousel)
|
|
{
|
|
this.carousel = carousel;
|
|
}
|
|
|
|
protected override void PerformSelection()
|
|
{
|
|
if (LastSelected == null)
|
|
carousel.SelectNextRandom();
|
|
else
|
|
base.PerformSelection();
|
|
}
|
|
}
|
|
|
|
private class CarouselScrollContainer : OsuScrollContainer
|
|
{
|
|
private bool rightMouseScrollBlocked;
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|