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805 lines
31 KiB
C#
805 lines
31 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 System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Collections;
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using osu.Game.Database;
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using osu.Game.Graphics.Carousel;
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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.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Localisation;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Overlays.Volume;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Footer;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Screens.SelectV2
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{
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/// <summary>
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/// This screen is intended to house all components introduced in the new song select design to add transitions and examine the overall look.
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/// This will be gradually built upon and ultimately replace <see cref="Select.SongSelect"/> once everything is in place.
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/// </summary>
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[Cached(typeof(ISongSelect))]
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public abstract partial class SongSelect : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, ISongSelect
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{
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// this is intentionally slightly higher than key repeat, but low enough to not impede user experience.
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// this avoids rapid churn loading when iterating the carousel using keyboard.
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public const int SELECTION_DEBOUNCE = 100;
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private const float logo_scale = 0.4f;
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private const double fade_duration = 300;
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public const float WEDGE_CONTENT_MARGIN = CORNER_RADIUS_HIDE_OFFSET + OsuGame.SCREEN_EDGE_MARGIN;
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public const float CORNER_RADIUS_HIDE_OFFSET = 20f;
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public const float ENTER_DURATION = 600;
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/// <summary>
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/// Whether this song select instance should take control of the global track,
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/// applying looping and preview offsets.
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/// </summary>
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protected bool ControlGlobalMusic { get; init; } = true;
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// Colour scheme for mod overlay is left as default (green) to match mods button.
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// Not sure about this, but we'll iterate based on feedback.
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private readonly ModSelectOverlay modSelectOverlay = new UserModSelectOverlay
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{
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ShowPresets = true,
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};
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private ModSpeedHotkeyHandler modSpeedHotkeyHandler = null!;
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// Blue is the most neutral choice, so I'm using that for now.
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// Purple makes the most sense to match the "gameplay" flow, but it's a bit too strong for the current design.
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// TODO: Colour scheme choice should probably be customisable by the user.
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[Cached]
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
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private BeatmapCarousel carousel = null!;
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private FilterControl filterControl = null!;
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private BeatmapTitleWedge titleWedge = null!;
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private BeatmapDetailsArea detailsArea = null!;
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private FillFlowContainer wedgesContainer = null!;
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private Box rightGradientBackground = null!;
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private NoResultsPlaceholder noResultsPlaceholder = null!;
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public override bool? ApplyModTrackAdjustments => true;
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public override bool ShowFooter => true;
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[Resolved]
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private OsuGameBase? game { get; set; }
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[Resolved]
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private OsuLogo? logo { get; set; }
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[Resolved]
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private BeatmapSetOverlay? beatmapOverlay { get; set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved]
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private ManageCollectionsDialog? collectionsDialog { get; set; }
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[Resolved]
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private DifficultyRecommender? difficultyRecommender { get; set; }
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[Resolved]
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private IDialogOverlay? dialogOverlay { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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AddRangeInternal(new Drawable[]
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{
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new GlobalScrollAdjustsVolume(),
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Width = 0.6f,
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Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.3f), Color4.Black.Opacity(0f)),
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Bottom = ScreenFooter.HEIGHT },
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Child = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = new PopoverContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new GridContainer // used for max width implementation
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{
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RelativeSizeAxes = Axes.Both,
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ColumnDimensions = new[]
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{
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new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 660),
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new Dimension(),
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new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 620),
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},
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Content = new[]
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{
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new[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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// Ensure the left components are on top of the carousel both visually (although they should never overlay)
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// but more importantly, for input purposes to allow the scroll-to-selection logic to override carousel's
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// screen-wide scroll handling.
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Depth = float.MinValue,
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Shear = OsuGame.SHEAR,
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Padding = new MarginPadding
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{
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Top = -CORNER_RADIUS_HIDE_OFFSET,
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Left = -CORNER_RADIUS_HIDE_OFFSET,
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},
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Children = new Drawable[]
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{
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new Container
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{
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// Pad enough to only reset scroll when well into the left wedge areas.
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Padding = new MarginPadding { Right = 40 },
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RelativeSizeAxes = Axes.Both,
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Child = new Select.SongSelect.LeftSideInteractionContainer(() => carousel.ScrollToSelection())
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{
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RelativeSizeAxes = Axes.Both,
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},
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},
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wedgesContainer = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Spacing = new Vector2(0f, 4f),
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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new ShearAligningWrapper(titleWedge = new BeatmapTitleWedge()),
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new ShearAligningWrapper(detailsArea = new BeatmapDetailsArea()),
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},
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},
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}
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},
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Empty(),
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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rightGradientBackground = new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.0f), Color4.Black.Opacity(0.5f)),
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RelativeSizeAxes = Axes.Both,
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
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{
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Top = FilterControl.HEIGHT_FROM_SCREEN_TOP + 5,
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Bottom = 5,
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},
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Children = new Drawable[]
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{
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carousel = new BeatmapCarousel
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{
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BleedTop = FilterControl.HEIGHT_FROM_SCREEN_TOP + 5,
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BleedBottom = ScreenFooter.HEIGHT + 5,
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RelativeSizeAxes = Axes.Both,
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RequestPresentBeatmap = b => SelectAndRun(b, OnStart),
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RequestSelection = selectBeatmap,
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RequestRecommendedSelection = selectRecommendedBeatmap,
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NewItemsPresented = newItemsPresented,
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},
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noResultsPlaceholder = new NoResultsPlaceholder
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{
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RequestClearFilterText = () => filterControl.Search(string.Empty)
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}
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}
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},
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filterControl = new FilterControl
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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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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}
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},
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}
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},
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}
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},
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new SkinnableContainer(new GlobalSkinnableContainerLookup(GlobalSkinnableContainers.SongSelect))
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{
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RelativeSizeAxes = Axes.Both,
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},
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modSpeedHotkeyHandler = new ModSpeedHotkeyHandler(),
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modSelectOverlay,
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});
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}
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/// <summary>
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/// Called when a selection is made to progress away from the song select screen.
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///
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/// This is the default action which should be provided to <see cref="SelectAndRun"/>.
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/// </summary>
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protected abstract void OnStart();
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public override IReadOnlyList<ScreenFooterButton> CreateFooterButtons() => new ScreenFooterButton[]
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{
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new FooterButtonMods(modSelectOverlay)
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{
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Hotkey = GlobalAction.ToggleModSelection,
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Current = Mods,
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RequestDeselectAllMods = () => Mods.Value = Array.Empty<Mod>()
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},
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new FooterButtonRandom
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{
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NextRandom = () => carousel.NextRandom(),
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PreviousRandom = () => carousel.PreviousRandom()
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},
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new FooterButtonOptions
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{
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Hotkey = GlobalAction.ToggleBeatmapOptions,
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}
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};
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protected override void LoadComplete()
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{
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base.LoadComplete();
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filterControl.CriteriaChanged += criteriaChanged;
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modSelectOverlay.State.BindValueChanged(v =>
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{
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if (!this.IsCurrentScreen())
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return;
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logo?.ScaleTo(v.NewValue == Visibility.Visible ? 0f : logo_scale, 400, Easing.OutQuint)
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.FadeTo(v.NewValue == Visibility.Visible ? 0f : 1f, 200, Easing.OutQuint);
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});
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Beatmap.BindValueChanged(_ =>
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{
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ensureGlobalBeatmapValid();
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updateStateFromCurrentBeatmap();
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});
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}
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private void updateStateFromCurrentBeatmap()
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{
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ensurePlayingSelected();
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updateBackgroundDim();
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}
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protected override void Update()
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{
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base.Update();
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detailsArea.Height = wedgesContainer.DrawHeight - titleWedge.LayoutSize.Y - 4;
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}
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#region Audio
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[Resolved]
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private MusicController music { get; set; } = null!;
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private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
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/// <summary>
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/// Ensures some music is playing for the current track.
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/// Will resume playback from a manual user pause if the track has changed.
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/// </summary>
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private void ensurePlayingSelected()
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{
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if (!ControlGlobalMusic)
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return;
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ITrack track = music.CurrentTrack;
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bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
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if (!track.IsRunning && (music.UserPauseRequested != true || isNewTrack))
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{
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Logger.Log($"Song select decided to {nameof(ensurePlayingSelected)}");
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music.Play(true);
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}
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lastTrack.SetTarget(track);
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}
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private bool isHandlingLooping;
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private void beginLooping()
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{
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if (!ControlGlobalMusic)
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return;
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Debug.Assert(!isHandlingLooping);
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isHandlingLooping = true;
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ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None);
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music.TrackChanged += ensureTrackLooping;
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}
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private void endLooping()
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{
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// may be called multiple times during screen exit process.
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if (!isHandlingLooping)
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return;
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music.CurrentTrack.Looping = isHandlingLooping = false;
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music.TrackChanged -= ensureTrackLooping;
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}
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private void ensureTrackLooping(IWorkingBeatmap beatmap, TrackChangeDirection changeDirection)
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=> beatmap.PrepareTrackForPreview(true);
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private IDisposable? trackDuck;
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private void attachTrackDuckingIfShould()
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{
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bool shouldDuck = noResultsPlaceholder.State.Value == Visibility.Visible;
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if (shouldDuck && trackDuck == null)
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trackDuck = music.Duck(new DuckParameters { DuckVolumeTo = 1, DuckCutoffTo = 500 });
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}
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private void detachTrackDucking()
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{
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trackDuck?.Dispose();
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trackDuck = null;
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}
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#endregion
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#region Selection handling
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private ScheduledDelegate? selectionDebounce;
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/// <summary>
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/// Finalises selection on the given <see cref="BeatmapInfo"/> and runs the provided action if possible.
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/// </summary>
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/// <param name="beatmap">The beatmap which should be selected. If not provided, the current globally selected beatmap will be used.</param>
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/// <param name="startAction">The action to perform if conditions are met to be able to proceed. May not be invoked if in an invalid state.</param>
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public void SelectAndRun(BeatmapInfo beatmap, Action startAction)
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{
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selectionDebounce?.Cancel();
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if (!this.IsCurrentScreen())
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return;
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// `ensureGlobalBeatmapValid` also performs this checks, but it will change the active selection on fail.
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// By checking locally first, we can correctly perform a no-op rather than changing selection.
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if (!checkBeatmapValidForSelection(beatmap, carousel.Criteria))
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return;
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// Forced refetch is important here to guarantee correct invalidation across all difficulties (editor specific).
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, true);
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if (Beatmap.IsDefault)
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return;
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if (!ensureGlobalBeatmapValid())
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return;
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startAction();
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}
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private void selectRecommendedBeatmap(IEnumerable<BeatmapInfo> beatmaps)
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{
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selectBeatmap(difficultyRecommender?.GetRecommendedBeatmap(beatmaps) ?? beatmaps.First());
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}
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private void selectBeatmap(BeatmapInfo beatmap)
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{
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if (!this.IsCurrentScreen())
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return;
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carousel.CurrentSelection = beatmap;
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// Debounce consideration is to avoid beatmap churn on key repeat selection.
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selectionDebounce?.Cancel();
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selectionDebounce = Scheduler.AddDelayed(() => Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap), SELECTION_DEBOUNCE);
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}
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private bool ensureGlobalBeatmapValid()
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{
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if (!this.IsCurrentScreen())
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return false;
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// While filtering, let's not ever attempt to change selection.
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// This will be resolved after the filter completes, see `newItemsPresented`.
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bool carouselStateIsValid = filterDebounce?.State != ScheduledDelegate.RunState.Waiting && !carousel.IsFiltering;
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if (!carouselStateIsValid)
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return false;
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// Refetch to be confident that the current selection is still valid. It may have been deleted or hidden.
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var currentBeatmap = beatmaps.GetWorkingBeatmap(Beatmap.Value.BeatmapInfo, true);
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bool validSelection = checkBeatmapValidForSelection(currentBeatmap.BeatmapInfo, carousel.Criteria);
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if (Beatmap.IsDefault || !validSelection)
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{
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validSelection = carousel.NextRandom();
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if (selectionDebounce?.State == ScheduledDelegate.RunState.Waiting)
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selectionDebounce?.RunTask();
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}
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if (validSelection)
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carousel.CurrentSelection = Beatmap.Value.BeatmapInfo;
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else
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Beatmap.SetDefault();
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return validSelection;
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}
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private bool checkBeatmapValidForSelection(BeatmapInfo beatmap, FilterCriteria? criteria)
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{
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if (criteria == null)
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return false;
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if (!beatmap.AllowGameplayWithRuleset(Ruleset.Value, criteria.AllowConvertedBeatmaps))
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return false;
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if (beatmap.Hidden)
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return false;
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if (beatmap.BeatmapSet == null)
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return false;
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if (beatmap.BeatmapSet.Protected || beatmap.BeatmapSet.DeletePending)
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return false;
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return true;
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}
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#endregion
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#region Transitions
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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this.FadeIn();
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onArrivingAtScreen();
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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base.OnResuming(e);
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this.FadeIn(fade_duration, Easing.OutQuint);
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onArrivingAtScreen();
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}
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public override void OnSuspending(ScreenTransitionEvent e)
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{
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carousel.VisuallyFocusSelected = true;
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this.FadeOut(fade_duration, Easing.OutQuint);
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onLeavingScreen();
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base.OnSuspending(e);
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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this.FadeOut(fade_duration, Easing.OutQuint);
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onLeavingScreen();
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return base.OnExiting(e);
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}
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private void onArrivingAtScreen()
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{
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modSelectOverlay.Beatmap.BindTo(Beatmap);
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// required due to https://github.com/ppy/osu-framework/issues/3218
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modSelectOverlay.SelectedMods.Disabled = false;
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modSelectOverlay.SelectedMods.BindTo(Mods);
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carousel.VisuallyFocusSelected = false;
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titleWedge.Show();
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detailsArea.Show();
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filterControl.Show();
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beginLooping();
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|
attachTrackDuckingIfShould();
|
|
|
|
ensureGlobalBeatmapValid();
|
|
|
|
updateStateFromCurrentBeatmap();
|
|
}
|
|
|
|
private void onLeavingScreen()
|
|
{
|
|
modSelectOverlay.SelectedMods.UnbindFrom(Mods);
|
|
modSelectOverlay.Beatmap.UnbindFrom(Beatmap);
|
|
|
|
titleWedge.Hide();
|
|
detailsArea.Hide();
|
|
filterControl.Hide();
|
|
|
|
endLooping();
|
|
detachTrackDucking();
|
|
}
|
|
|
|
protected override void LogoArriving(OsuLogo logo, bool resuming)
|
|
{
|
|
base.LogoArriving(logo, resuming);
|
|
|
|
if (logo.Alpha > 0.8f && resuming)
|
|
Footer?.StartTrackingLogo(logo, 400, Easing.OutQuint);
|
|
else
|
|
{
|
|
logo.Hide();
|
|
logo.ScaleTo(0.2f);
|
|
Footer?.StartTrackingLogo(logo);
|
|
}
|
|
|
|
logo.FadeIn(240, Easing.OutQuint);
|
|
logo.ScaleTo(logo_scale, 240, Easing.OutQuint);
|
|
|
|
logo.Action = () =>
|
|
{
|
|
SelectAndRun(Beatmap.Value.BeatmapInfo, OnStart);
|
|
return false;
|
|
};
|
|
}
|
|
|
|
protected override void LogoSuspending(OsuLogo logo)
|
|
{
|
|
base.LogoSuspending(logo);
|
|
Footer?.StopTrackingLogo();
|
|
}
|
|
|
|
protected override void LogoExiting(OsuLogo logo)
|
|
{
|
|
base.LogoExiting(logo);
|
|
|
|
Footer?.StopTrackingLogo();
|
|
|
|
logo.ScaleTo(0.2f, 120, Easing.Out);
|
|
logo.FadeOut(120, Easing.Out);
|
|
}
|
|
|
|
private void updateBackgroundDim() => ApplyToBackground(backgroundModeBeatmap =>
|
|
{
|
|
backgroundModeBeatmap.BlurAmount.Value = 0;
|
|
backgroundModeBeatmap.Beatmap = Beatmap.Value;
|
|
backgroundModeBeatmap.IgnoreUserSettings.Value = true;
|
|
backgroundModeBeatmap.DimWhenUserSettingsIgnored.Value = 0.1f;
|
|
|
|
// Required to undo results screen dimming the background.
|
|
// Probably needs more thought because this needs to be in every `ApplyToBackground` currently to restore sane defaults.
|
|
backgroundModeBeatmap.FadeColour(Color4.White, 250);
|
|
});
|
|
|
|
#endregion
|
|
|
|
#region Filtering
|
|
|
|
private const double filter_delay = 250;
|
|
|
|
private ScheduledDelegate? filterDebounce;
|
|
|
|
private void criteriaChanged(FilterCriteria criteria)
|
|
{
|
|
filterDebounce?.Cancel();
|
|
|
|
// The first filter needs to be applied immediately as this triggers the initial carousel load.
|
|
bool isFirstFilter = filterDebounce == null;
|
|
|
|
// Criteria change may have included a ruleset change which made the current selection invalid.
|
|
bool isSelectionValid = checkBeatmapValidForSelection(Beatmap.Value.BeatmapInfo, criteria);
|
|
|
|
filterDebounce = Scheduler.AddDelayed(() => { carousel.Filter(criteria, !isSelectionValid); }, isFirstFilter || !isSelectionValid ? 0 : filter_delay);
|
|
}
|
|
|
|
private void newItemsPresented(IEnumerable<CarouselItem> carouselItems)
|
|
{
|
|
if (carousel.Criteria == null)
|
|
return;
|
|
|
|
int count = carousel.MatchedBeatmapsCount;
|
|
|
|
updateNoResultsPlaceholder();
|
|
|
|
// Intentionally not localised until we have proper support for this (see https://github.com/ppy/osu-framework/pull/4918
|
|
// but also in this case we want support for formatting a number within a string).
|
|
filterControl.StatusText = count != 1 ? $"{count:#,0} matches" : $"{count:#,0} match";
|
|
|
|
ensureGlobalBeatmapValid();
|
|
}
|
|
|
|
private void updateNoResultsPlaceholder()
|
|
{
|
|
int count = carousel.MatchedBeatmapsCount;
|
|
|
|
if (count == 0)
|
|
{
|
|
noResultsPlaceholder.Show();
|
|
noResultsPlaceholder.Filter = carousel.Criteria!;
|
|
|
|
attachTrackDuckingIfShould();
|
|
rightGradientBackground.ResizeWidthTo(3, 1000, Easing.OutQuint);
|
|
}
|
|
else
|
|
{
|
|
noResultsPlaceholder.Hide();
|
|
|
|
detachTrackDucking();
|
|
rightGradientBackground.ResizeWidthTo(1, 500, Easing.OutQuint);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Hotkeys
|
|
|
|
public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
if (!this.IsCurrentScreen()) return false;
|
|
|
|
if (game == null)
|
|
return false;
|
|
|
|
var flattenedMods = ModUtils.FlattenMods(game.AvailableMods.Value.SelectMany(kv => kv.Value));
|
|
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.IncreaseModSpeed:
|
|
return modSpeedHotkeyHandler.ChangeSpeed(0.05, flattenedMods);
|
|
|
|
case GlobalAction.DecreaseModSpeed:
|
|
return modSpeedHotkeyHandler.ChangeSpeed(-0.05, flattenedMods);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
protected override bool OnKeyDown(KeyDownEvent e)
|
|
{
|
|
if (e.Repeat) return false;
|
|
|
|
switch (e.Key)
|
|
{
|
|
case Key.Delete:
|
|
if (e.ShiftPressed)
|
|
{
|
|
if (!Beatmap.IsDefault)
|
|
Delete(Beatmap.Value.BeatmapSetInfo);
|
|
return true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
return base.OnKeyDown(e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Implementation of ISongSelect
|
|
|
|
void ISongSelect.Search(string query) => filterControl.Search(query);
|
|
|
|
void ISongSelect.PresentScore(ScoreInfo score)
|
|
{
|
|
Debug.Assert(Beatmap.Value.BeatmapInfo.Equals(score.BeatmapInfo));
|
|
Debug.Assert(Ruleset.Value.Equals(score.Ruleset));
|
|
|
|
this.Push(new SoloResultsScreen(score));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Beatmap management
|
|
|
|
[Resolved]
|
|
private ManageCollectionsDialog? manageCollectionsDialog { get; set; }
|
|
|
|
[Resolved]
|
|
private RealmAccess realm { get; set; } = null!;
|
|
|
|
public virtual IEnumerable<OsuMenuItem> GetForwardActions(BeatmapInfo beatmap)
|
|
{
|
|
yield return new OsuMenuItem("Select", MenuItemType.Highlighted, () => SelectAndRun(beatmap, OnStart))
|
|
{
|
|
Icon = FontAwesome.Solid.Check
|
|
};
|
|
|
|
yield return new OsuMenuItemSpacer();
|
|
|
|
if (beatmap.OnlineID > 0)
|
|
{
|
|
yield return new OsuMenuItem("Details...", MenuItemType.Standard, () => beatmapOverlay?.FetchAndShowBeatmap(beatmap.OnlineID));
|
|
|
|
if (beatmap.GetOnlineURL(api, Ruleset.Value) is string url)
|
|
yield return new OsuMenuItem(CommonStrings.CopyLink, MenuItemType.Standard, () => (game as OsuGame)?.CopyToClipboard(url));
|
|
}
|
|
|
|
yield return new OsuMenuItemSpacer();
|
|
|
|
foreach (var i in CreateCollectionMenuActions(beatmap))
|
|
yield return i;
|
|
}
|
|
|
|
protected IEnumerable<OsuMenuItem> CreateCollectionMenuActions(BeatmapInfo beatmap)
|
|
{
|
|
var collectionItems = realm.Realm.All<BeatmapCollection>()
|
|
.OrderBy(c => c.Name)
|
|
.AsEnumerable()
|
|
.Select(c => new CollectionToggleMenuItem(c.ToLive(realm), beatmap)).Cast<OsuMenuItem>().ToList();
|
|
|
|
collectionItems.Add(new OsuMenuItem("Manage...", MenuItemType.Standard, () => manageCollectionsDialog?.Show()));
|
|
|
|
yield return new OsuMenuItem("Collections") { Items = collectionItems };
|
|
}
|
|
|
|
public void ManageCollections() => collectionsDialog?.Show();
|
|
|
|
public void Delete(BeatmapSetInfo beatmapSet) => dialogOverlay?.Push(new BeatmapDeleteDialog(beatmapSet));
|
|
|
|
public void RestoreAllHidden(BeatmapSetInfo beatmapSet)
|
|
{
|
|
foreach (var b in beatmapSet.Beatmaps)
|
|
beatmaps.Restore(b);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|