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osu-lazer/osu.Game/Screens/Select/CarouselContainer.cs

356 lines
13 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.Framework.Graphics.Transforms;
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 osu.Game.Screens.Select.Filter;
namespace osu.Game.Screens.Select
{
internal class CarouselContainer : ScrollContainer, IEnumerable<BeatmapGroup>
{
private Container<Panel> scrollableContent;
private List<BeatmapGroup> groups = new List<BeatmapGroup>();
private List<Panel> panels = new List<Panel>();
public BeatmapGroup SelectedGroup { get; private set; }
public BeatmapPanel SelectedPanel { get; private set; }
private List<float> yPositions = new List<float>();
public CarouselContainer()
{
DistanceDecayJump = 0.01;
Add(scrollableContent = new Container<Panel>
{
RelativeSizeAxes = Axes.X,
});
}
public void AddGroup(BeatmapGroup group)
{
groups.Add(group);
panels.Add(group.Header);
group.Header.UpdateClock(Clock);
foreach (BeatmapPanel panel in group.BeatmapPanels)
{
panels.Add(panel);
panel.UpdateClock(Clock);
}
computeYPositions();
}
public 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);
computeYPositions();
}
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;
}
/// <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;
}
public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
{
foreach (BeatmapGroup group in groups)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (panel != null)
{
selectGroup(group, panel, animated);
return;
}
}
}
private void selectGroup(BeatmapGroup group, BeatmapPanel panel, bool animated = true)
{
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;
SelectedGroup = group;
panel.State = PanelSelectedState.Selected;
SelectedPanel = panel;
float selectedY = computeYPositions(animated);
ScrollTo(selectedY, animated);
}
public void Sort(SortMode mode)
{
List<BeatmapGroup> sortedGroups = new List<BeatmapGroup>(groups);
switch (mode)
{
case SortMode.Artist:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Artist, y.BeatmapSet.Metadata.Artist, StringComparison.InvariantCultureIgnoreCase));
break;
case SortMode.Title:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Title, y.BeatmapSet.Metadata.Title, StringComparison.InvariantCultureIgnoreCase));
break;
case SortMode.Author:
sortedGroups.Sort((x, y) => string.Compare(x.BeatmapSet.Metadata.Author, y.BeatmapSet.Metadata.Author, StringComparison.InvariantCultureIgnoreCase));
break;
case SortMode.Difficulty:
sortedGroups.Sort((x, y) => x.BeatmapSet.MaxStarDifficulty.CompareTo(y.BeatmapSet.MaxStarDifficulty));
break;
default:
Sort(SortMode.Artist); // Temporary
break;
}
scrollableContent.Clear(false);
panels.Clear();
groups.Clear();
foreach (BeatmapGroup group in sortedGroups)
AddGroup(group);
}
/// <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));
}
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);
}
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;
}
public void SelectNext(int direction = 1, bool skipDifficulties = true)
{
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 = 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);
}
public IEnumerator<BeatmapGroup> GetEnumerator() => groups.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
}
}