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osu-lazer/osu.Game/Screens/Select/BeatmapCarousel.cs
2019-12-15 20:07:56 +08:00

753 lines
27 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osuTK;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Configuration;
using osuTK.Input;
using osu.Framework.MathUtils;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Caching;
using osu.Framework.Threading;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Cursor;
using osu.Game.Screens.Select.Carousel;
namespace osu.Game.Screens.Select
{
public class BeatmapCarousel : CompositeDrawable
{
private const float bleed_top = FilterControl.HEIGHT;
private const float bleed_bottom = Footer.HEIGHT;
/// <summary>
/// Triggered when the <see cref="BeatmapSets"/> loaded change and are completely loaded.
/// </summary>
public Action BeatmapSetsChanged;
/// <summary>
/// The currently selected beatmap.
/// </summary>
public BeatmapInfo SelectedBeatmap => selectedBeatmap?.Beatmap;
private CarouselBeatmap selectedBeatmap => selectedBeatmapSet?.Beatmaps.FirstOrDefault(s => s.State.Value == CarouselItemState.Selected);
/// <summary>
/// The currently selected beatmap set.
/// </summary>
public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet;
private CarouselBeatmapSet selectedBeatmapSet;
/// <summary>
/// Raised when the <see cref="SelectedBeatmap"/> is changed.
/// </summary>
public Action<BeatmapInfo> SelectionChanged;
public override bool HandleNonPositionalInput => AllowSelection;
public override bool HandlePositionalInput => AllowSelection;
/// <summary>
/// Whether carousel items have completed asynchronously loaded.
/// </summary>
public bool BeatmapSetsLoaded { get; private set; }
private readonly OsuScrollContainer scroll;
private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
public IEnumerable<BeatmapSetInfo> BeatmapSets
{
get => beatmapSets.Select(g => g.BeatmapSet);
set => loadBeatmapSets(value);
}
private void loadBeatmapSets(IEnumerable<BeatmapSetInfo> beatmapSets)
{
CarouselRoot newRoot = new CarouselRoot(this);
beatmapSets.Select(createCarouselSet).Where(g => g != null).ForEach(newRoot.AddChild);
newRoot.Filter(activeCriteria);
// preload drawables as the ctor overhead is quite high currently.
_ = newRoot.Drawables;
root = newRoot;
if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet))
selectedBeatmapSet = null;
scrollableContent.Clear(false);
itemsCache.Invalidate();
scrollPositionCache.Invalidate();
// Run on late scheduler want to ensure this runs after all pending UpdateBeatmapSet / RemoveBeatmapSet operations are run.
SchedulerAfterChildren.Add(() =>
{
BeatmapSetsChanged?.Invoke();
BeatmapSetsLoaded = true;
});
}
private readonly List<float> yPositions = new List<float>();
private readonly Cached itemsCache = new Cached();
private readonly Cached scrollPositionCache = new Cached();
private readonly Container<DrawableCarouselItem> scrollableContent;
public Bindable<bool> RightClickScrollingEnabled = new Bindable<bool>();
public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>();
private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
protected List<DrawableCarouselItem> Items = new List<DrawableCarouselItem>();
private CarouselRoot root;
public BeatmapCarousel()
{
root = new CarouselRoot(this);
InternalChild = new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.Both,
Child = scroll = new CarouselScrollContainer
{
Masking = false,
RelativeSizeAxes = Axes.Both,
Child = scrollableContent = new Container<DrawableCarouselItem>
{
RelativeSizeAxes = Axes.X,
}
}
};
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(OsuConfigManager config, BeatmapManager beatmaps)
{
config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm);
config.BindWith(OsuSetting.SongSelectRightMouseScroll, RightClickScrollingEnabled);
RightClickScrollingEnabled.ValueChanged += enabled => scroll.RightMouseScrollbar = enabled.NewValue;
RightClickScrollingEnabled.TriggerChange();
loadBeatmapSets(beatmaps.GetAllUsableBeatmapSetsEnumerable());
}
public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
{
var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
if (existingSet == null)
return;
root.RemoveChild(existingSet);
itemsCache.Invalidate();
});
public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
{
int? previouslySelectedID = null;
CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
if (existingSet?.State?.Value == CarouselItemState.Selected)
previouslySelectedID = selectedBeatmap?.Beatmap.ID;
var newSet = createCarouselSet(beatmapSet);
if (existingSet != null)
root.RemoveChild(existingSet);
if (newSet == null)
{
itemsCache.Invalidate();
return;
}
root.AddChild(newSet);
applyActiveCriteria(false, false);
//check if we can/need to maintain our current selection.
if (previouslySelectedID != null)
select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet);
itemsCache.Invalidate();
Schedule(() => BeatmapSetsChanged?.Invoke());
});
/// <summary>
/// Selects a given beatmap on the carousel.
///
/// If bypassFilters is false, we will try to select another unfiltered beatmap in the same set. If the
/// entire set is filtered, no selection is made.
/// </summary>
/// <param name="beatmap">The beatmap to select.</param>
/// <param name="bypassFilters">Whether to select the beatmap even if it is filtered (i.e., not visible on carousel).</param>
/// <returns>True if a selection was made, False if it wasn't.</returns>
public bool SelectBeatmap(BeatmapInfo beatmap, bool bypassFilters = true)
{
if (beatmap?.Hidden != false)
return false;
foreach (CarouselBeatmapSet set in beatmapSets)
{
if (!bypassFilters && set.Filtered.Value)
continue;
var item = set.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (item == null)
// The beatmap that needs to be selected doesn't exist in this set
continue;
if (!bypassFilters && item.Filtered.Value)
// The beatmap exists in this set but is filtered, so look for the first unfiltered map in the set
item = set.Beatmaps.FirstOrDefault(b => !b.Filtered.Value);
if (item != null)
{
select(item);
return true;
}
}
return false;
}
/// <summary>
/// Increment selection in the carousel in a chosen direction.
/// </summary>
/// <param name="direction">The direction to increment. Negative is backwards.</param>
/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
public void SelectNext(int direction = 1, bool skipDifficulties = true)
{
var visibleItems = Items.Where(s => !s.Item.Filtered.Value).ToList();
if (!visibleItems.Any())
return;
DrawableCarouselItem drawable = null;
if (selectedBeatmap != null && (drawable = selectedBeatmap.Drawables.FirstOrDefault()) == null)
// if the selected beatmap isn't present yet, we can't correctly change selection.
// we can fix this by changing this method to not reference drawables / Items in the first place.
return;
int originalIndex = visibleItems.IndexOf(drawable);
int currentIndex = originalIndex;
// local function to increment the index in the required direction, wrapping over extremities.
int incrementIndex() => currentIndex = (currentIndex + direction + visibleItems.Count) % visibleItems.Count;
while (incrementIndex() != originalIndex)
{
var item = visibleItems[currentIndex].Item;
if (item.Filtered.Value || item.State.Value == CarouselItemState.Selected) continue;
switch (item)
{
case CarouselBeatmap beatmap:
if (skipDifficulties) continue;
select(beatmap);
return;
case CarouselBeatmapSet set:
if (skipDifficulties)
select(set);
else
select(direction > 0 ? set.Beatmaps.First(b => !b.Filtered.Value) : set.Beatmaps.Last(b => !b.Filtered.Value));
return;
}
}
}
/// <summary>
/// Select the next beatmap in the random sequence.
/// </summary>
/// <returns>True if a selection could be made, else False.</returns>
public bool SelectNextRandom()
{
var visibleSets = beatmapSets.Where(s => !s.Filtered.Value).ToList();
if (!visibleSets.Any())
return false;
if (selectedBeatmap != null)
{
randomSelectedBeatmaps.Push(selectedBeatmap);
// when performing a random, we want to add the current set to the previously visited list
// else the user may be "randomised" to the existing selection.
if (previouslyVisitedRandomSets.LastOrDefault() != selectedBeatmapSet)
previouslyVisitedRandomSets.Add(selectedBeatmapSet);
}
CarouselBeatmapSet set;
if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
{
var notYetVisitedSets = visibleSets.Except(previouslyVisitedRandomSets).ToList();
if (!notYetVisitedSets.Any())
{
previouslyVisitedRandomSets.RemoveAll(s => visibleSets.Contains(s));
notYetVisitedSets = visibleSets;
}
set = notYetVisitedSets.ElementAt(RNG.Next(notYetVisitedSets.Count));
previouslyVisitedRandomSets.Add(set);
}
else
set = visibleSets.ElementAt(RNG.Next(visibleSets.Count));
var visibleBeatmaps = set.Beatmaps.Where(s => !s.Filtered.Value).ToList();
select(visibleBeatmaps[RNG.Next(visibleBeatmaps.Count)]);
return true;
}
public void SelectPreviousRandom()
{
while (randomSelectedBeatmaps.Any())
{
var beatmap = randomSelectedBeatmaps.Pop();
if (!beatmap.Filtered.Value)
{
if (RandomAlgorithm.Value == RandomSelectAlgorithm.RandomPermutation)
previouslyVisitedRandomSets.Remove(selectedBeatmapSet);
select(beatmap);
break;
}
}
}
private void select(CarouselItem item)
{
if (!AllowSelection)
return;
if (item == null) return;
item.State.Value = CarouselItemState.Selected;
}
private FilterCriteria activeCriteria = new FilterCriteria();
protected ScheduledDelegate PendingFilter;
public bool AllowSelection = true;
/// <summary>
/// Half the height of the visible content.
/// <remarks>
/// This is different from the height of <see cref="ScrollContainer{T}"/>.displayableContent, since
/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
/// </remarks>
/// </summary>
private float visibleHalfHeight => (DrawHeight + bleed_bottom + bleed_top) / 2;
/// <summary>
/// The position of the lower visible bound with respect to the current scroll position.
/// </summary>
private float visibleBottomBound => scroll.Current + DrawHeight + bleed_bottom;
/// <summary>
/// The position of the upper visible bound with respect to the current scroll position.
/// </summary>
private float visibleUpperBound => scroll.Current - bleed_top;
public void FlushPendingFilterOperations()
{
if (PendingFilter?.Completed == false)
{
applyActiveCriteria(false, false);
Update();
}
}
public void Filter(FilterCriteria newCriteria, bool debounce = true)
{
if (newCriteria != null)
activeCriteria = newCriteria;
applyActiveCriteria(debounce, true);
}
private void applyActiveCriteria(bool debounce, bool scroll)
{
if (root.Children.Any() != true) return;
void perform()
{
PendingFilter = null;
root.Filter(activeCriteria);
itemsCache.Invalidate();
if (scroll) scrollPositionCache.Invalidate();
}
PendingFilter?.Cancel();
PendingFilter = null;
if (debounce)
PendingFilter = Scheduler.AddDelayed(perform, 250);
else
perform();
}
private float? scrollTarget;
public void ScrollToSelected() => scrollPositionCache.Invalidate();
protected override bool OnKeyDown(KeyDownEvent e)
{
int direction = 0;
bool skipDifficulties = false;
switch (e.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(e);
SelectNext(direction, skipDifficulties);
return true;
}
protected override bool ReceivePositionalInputAtSubTree(Vector2 screenSpacePos) => ReceivePositionalInputAt(screenSpacePos);
protected override void Update()
{
base.Update();
if (!itemsCache.IsValid)
updateItems();
// Remove all items that should no longer be on-screen
scrollableContent.RemoveAll(p => p.Y < visibleUpperBound - p.DrawHeight || p.Y > visibleBottomBound || !p.IsPresent);
// Find index range of all items that should be on-screen
Trace.Assert(Items.Count == yPositions.Count);
int firstIndex = yPositions.BinarySearch(visibleUpperBound - DrawableCarouselItem.MAX_HEIGHT);
if (firstIndex < 0) firstIndex = ~firstIndex;
int lastIndex = yPositions.BinarySearch(visibleBottomBound);
if (lastIndex < 0) lastIndex = ~lastIndex;
int notVisibleCount = 0;
// Add those items within the previously found index range that should be displayed.
for (int i = firstIndex; i < lastIndex; ++i)
{
DrawableCarouselItem item = Items[i];
if (!item.Item.Visible)
{
if (!item.IsPresent)
notVisibleCount++;
continue;
}
float depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0);
// Only add if we're not already part of the content.
if (!scrollableContent.Contains(item))
{
// Makes sure headers are always _below_ items,
// and depth flows downward.
item.Depth = depth;
switch (item.LoadState)
{
case LoadState.NotLoaded:
LoadComponentAsync(item);
break;
case LoadState.Loading:
break;
default:
scrollableContent.Add(item);
break;
}
}
else
{
scrollableContent.ChangeChildDepth(item, depth);
}
}
// this is not actually useful right now, but once we have groups may well be.
if (notVisibleCount > 50)
itemsCache.Invalidate();
// Update externally controlled state of currently visible items
// (e.g. x-offset and opacity).
foreach (DrawableCarouselItem p in scrollableContent.Children)
updateItem(p);
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (!scrollPositionCache.IsValid)
updateScrollPosition();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
// aggressively dispose "off-screen" items to reduce GC pressure.
foreach (var i in Items)
i.Dispose();
}
private CarouselBeatmapSet createCarouselSet(BeatmapSetInfo beatmapSet)
{
if (beatmapSet.Beatmaps.All(b => b.Hidden))
return null;
// todo: remove the need for this.
foreach (var b in beatmapSet.Beatmaps)
{
if (b.Metadata == null)
b.Metadata = beatmapSet.Metadata;
}
var set = new CarouselBeatmapSet(beatmapSet);
foreach (var c in set.Beatmaps)
{
c.State.ValueChanged += state =>
{
if (state.NewValue == CarouselItemState.Selected)
{
selectedBeatmapSet = set;
SelectionChanged?.Invoke(c.Beatmap);
itemsCache.Invalidate();
scrollPositionCache.Invalidate();
}
};
}
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 bool firstScroll = true;
private void updateScrollPosition()
{
if (scrollTarget != null)
{
if (firstScroll)
{
// reduce movement when first displaying the carousel.
scroll.ScrollTo(scrollTarget.Value - 200, false);
firstScroll = false;
}
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;
float discriminant = MathF.Max(0, circle_radius * circle_radius - dist * dist);
float x = (circle_radius - MathF.Sqrt(discriminant)) * halfHeight;
return 125 + x;
}
/// <summary>
/// Update a item's x position and multiplicative alpha based on its y position and
/// the current scroll position.
/// </summary>
/// <param name="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(Math.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);
}
}
}
}