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mirror of https://github.com/ppy/osu.git synced 2024-11-11 21:47:25 +08:00
osu-lazer/osu.Game/Screens/Select/BeatmapCarousel.cs
Dean Herbert 5cbb9b9b18 Fix random and add tests
Also exposes SelectedBeatmapSet.
2017-12-15 14:36:51 +09:00

585 lines
21 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 System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Configuration;
using osu.Framework.Input;
using OpenTK.Input;
using osu.Framework.MathUtils;
using System.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Threading;
using osu.Framework.Configuration;
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 : OsuScrollContainer
{
/// <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 == CarouselItemState.Selected);
/// <summary>
/// The currently selected beatmap set.
/// </summary>
public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet;
private CarouselBeatmapSet selectedBeatmapSet => carouselSets.FirstOrDefault(s => s.State == CarouselItemState.Selected);
/// <summary>
/// Raised when the <see cref="SelectedBeatmap"/> is changed.
/// </summary>
public Action<BeatmapInfo> SelectionChanged;
public override bool HandleInput => AllowSelection;
public IEnumerable<BeatmapSetInfo> BeatmapSets
{
get { return carouselSets.Select(g => g.BeatmapSet); }
set
{
Schedule(() =>
{
scrollableContent.Clear(false);
Items.Clear();
carouselSets.Clear();
yPositionsCache.Invalidate();
});
List<CarouselBeatmapSet> newSets = null;
Task.Run(() =>
{
newSets = value.Select(createGroup).Where(g => g != null).ToList();
newSets.ForEach(g => g.Filter(criteria));
}).ContinueWith(t =>
{
Schedule(() =>
{
carouselSets.AddRange(newSets);
root = new CarouselGroup(newSets.OfType<CarouselItem>().ToList());
Items = root.Drawables.Value.ToList();
yPositionsCache.Invalidate();
BeatmapSetsChanged?.Invoke();
});
});
}
}
private readonly List<float> yPositions = new List<float>();
private Cached yPositionsCache = new Cached();
private readonly Container<DrawableCarouselItem> scrollableContent;
private readonly List<CarouselBeatmapSet> carouselSets = new List<CarouselBeatmapSet>();
public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>();
private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
protected List<DrawableCarouselItem> Items = new List<DrawableCarouselItem>();
private CarouselGroup root = new CarouselGroup();
private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
public BeatmapCarousel()
{
Add(new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Child = scrollableContent = new Container<DrawableCarouselItem>
{
RelativeSizeAxes = Axes.X,
}
});
}
public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet)
{
Schedule(() => removeBeatmapSet(carouselSets.Find(b => b.BeatmapSet.ID == beatmapSet.ID)));
}
public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet)
{
// todo: this method should be smarter as to not recreate items that haven't changed, etc.
var oldGroup = carouselSets.Find(b => b.BeatmapSet.ID == beatmapSet.ID);
bool hadSelection = oldGroup?.State == CarouselItemState.Selected;
var newSet = createGroup(beatmapSet);
int index = carouselSets.IndexOf(oldGroup);
if (index >= 0)
carouselSets.RemoveAt(index);
if (newSet != null)
{
if (index >= 0)
carouselSets.Insert(index, newSet);
//else
// addBeatmapSet(newSet);
}
if (hadSelection && newSet == null)
SelectNext();
Filter(null, false);
//check if we can/need to maintain our current selection.
if (hadSelection && newSet != null)
{
var newSelection = newSet.Beatmaps.Find(b => b.Beatmap.ID == selectedBeatmap?.Beatmap.ID);
if (newSelection == null && selectedBeatmap != null)
newSelection = newSet.Beatmaps[Math.Min(newSet.Beatmaps.Count - 1, oldGroup.Beatmaps.IndexOf(selectedBeatmap))];
select(newSelection);
}
}
public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
{
if (beatmap == null || beatmap.Hidden)
{
SelectNext();
return;
}
if (beatmap == SelectedBeatmap) return;
foreach (CarouselBeatmapSet group in carouselSets)
{
var item = group.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (item != null)
{
select(item);
return;
}
}
}
/// <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)
{
// todo: we may want to refactor and remove this as an optimisation in the future.
if (carouselSets.All(g => !g.Visible))
{
SelectionChanged?.Invoke(null);
return;
}
int originalIndex = Items.IndexOf(selectedBeatmap?.Drawables.Value.First());
int currentIndex = originalIndex;
// local function to increment the index in the required direction, wrapping over extremities.
int incrementIndex() => currentIndex = (currentIndex + direction + Items.Count) % Items.Count;
while (incrementIndex() != originalIndex)
{
var item = Items[currentIndex].Item;
if (item.Filtered || item.State == CarouselItemState.Selected) continue;
switch (item)
{
case CarouselBeatmap beatmap:
if (skipDifficulties) continue;
select(beatmap);
return;
case CarouselBeatmapSet set:
select(set);
return;
}
}
}
private IEnumerable<CarouselBeatmapSet> getVisibleSets() => carouselSets.Where(select => select.Visible);
public void SelectNextRandom()
{
if (carouselSets.Count == 0)
return;
var visible = getVisibleSets().ToList();
if (!visible.Any())
return;
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 == RandomSelectAlgorithm.RandomPermutation)
{
var notYetVisitedSets = visible.Except(previouslyVisitedRandomSets).ToList();
if (!notYetVisitedSets.Any())
{
previouslyVisitedRandomSets.Clear();
notYetVisitedSets = visible;
}
set = notYetVisitedSets.ElementAt(RNG.Next(notYetVisitedSets.Count()));
previouslyVisitedRandomSets.Add(set);
}
else
set = visible.ElementAt(RNG.Next(visible.Count()));
select(set.Beatmaps[RNG.Next(set.Beatmaps.Count)]);
}
public void SelectPreviousRandom()
{
while (randomSelectedBeatmaps.Any())
{
var beatmap = randomSelectedBeatmaps.Pop();
if (!beatmap.Filtered)
{
if (RandomAlgorithm == RandomSelectAlgorithm.RandomPermutation)
previouslyVisitedRandomSets.Remove(selectedBeatmapSet);
select(beatmap);
break;
}
}
}
private FilterCriteria criteria = new FilterCriteria();
protected ScheduledDelegate FilterTask;
public bool AllowSelection = true;
public void FlushPendingFilters()
{
if (FilterTask?.Completed == false)
Filter(null, false);
}
public void Filter(FilterCriteria newCriteria = null, bool debounce = true)
{
if (newCriteria != null)
criteria = newCriteria;
Action perform = delegate
{
FilterTask = null;
var lastSet = selectedBeatmapSet;
var lastBeatmap = selectedBeatmap;
carouselSets.ForEach(s => s.Filter(criteria));
yPositionsCache.Invalidate();
if (selectedBeatmap?.Filtered == false)
select(selectedBeatmap);
else if (lastBeatmap != null && !lastSet.Filtered)
{
var searchable = lastSet.Beatmaps.AsEnumerable();
// search forwards first then backwards if nothing found.
var nextAvailable =
searchable.SkipWhile(b => b != lastBeatmap).FirstOrDefault(b => !b.Filtered) ??
searchable.Reverse().SkipWhile(b => b != lastBeatmap).FirstOrDefault(b => !b.Filtered);
select(nextAvailable);
}
else
SelectNext();
};
FilterTask?.Cancel();
FilterTask = null;
if (debounce)
FilterTask = Scheduler.AddDelayed(perform, 250);
else
perform();
}
public void ScrollToSelected(bool animated = true)
{
float selectedY = computeYPositions(animated);
ScrollTo(selectedY, animated);
}
private CarouselBeatmapSet createGroup(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 += v =>
{
if (v == CarouselItemState.Selected)
{
SelectionChanged?.Invoke(c.Beatmap);
yPositionsCache.Invalidate();
Schedule(() => ScrollToSelected());
}
};
}
return set;
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm);
}
private void removeBeatmapSet(CarouselBeatmapSet set)
{
if (set == null)
return;
carouselSets.Remove(set);
foreach (var d in set.Drawables.Value)
{
Items.Remove(d);
scrollableContent.Remove(d);
}
if (set.State == CarouselItemState.Selected)
SelectNext();
yPositionsCache.Invalidate();
}
/// <summary>
/// Computes the target Y positions for every item in the carousel.
/// </summary>
/// <returns>The Y position of the currently selected item.</returns>
private float computeYPositions(bool animated = true)
{
yPositions.Clear();
float currentY = DrawHeight / 2;
float selectedY = currentY;
float lastSetY = 0;
foreach (DrawableCarouselItem d in Items)
{
switch (d)
{
case DrawableCarouselBeatmapSet set:
set.MoveToX(set.Item.State == CarouselItemState.Selected ? -100 : 0, 500, Easing.OutExpo);
lastSetY = set.Position.Y;
break;
case DrawableCarouselBeatmap beatmap:
beatmap.MoveToX(beatmap.Item.State == CarouselItemState.Selected ? -50 : 0, 500, Easing.OutExpo);
if (beatmap.Item == selectedBeatmap)
selectedY = currentY + beatmap.DrawHeight / 2 - DrawHeight / 2;
// on first display we want to begin hidden under our group's header.
if (animated && !beatmap.IsPresent)
beatmap.MoveToY(lastSetY);
break;
}
yPositions.Add(currentY);
d.MoveToY(currentY, animated ? 750 : 0, Easing.OutExpo);
if (d.Item.Visible)
currentY += d.DrawHeight + 5;
}
currentY += DrawHeight / 2;
scrollableContent.Height = currentY;
yPositionsCache.Validate();
return selectedY;
}
private void select(CarouselItem item)
{
if (item == null) return;
item.State.Value = CarouselItemState.Selected;
}
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;
}
protected override void Update()
{
base.Update();
float drawHeight = DrawHeight;
if (!yPositionsCache.IsValid)
computeYPositions();
// Remove all items that should no longer be on-screen
scrollableContent.RemoveAll(delegate(DrawableCarouselItem p)
{
float itemPosY = p.Position.Y;
bool remove = itemPosY < Current - p.DrawHeight || itemPosY > Current + drawHeight || !p.IsPresent;
return remove;
});
// Find index range of all items that should be on-screen
Trace.Assert(Items.Count == yPositions.Count);
int firstIndex = yPositions.BinarySearch(Current - DrawableCarouselItem.MAX_HEIGHT);
if (firstIndex < 0) firstIndex = ~firstIndex;
int lastIndex = yPositions.BinarySearch(Current + drawHeight);
if (lastIndex < 0)
{
lastIndex = ~lastIndex;
// Add the first item of the last visible beatmap group to preload its data.
if (lastIndex != 0 && Items[lastIndex - 1] is DrawableCarouselBeatmapSet)
lastIndex++;
}
// Add those items within the previously found index range that should be displayed.
for (int i = firstIndex; i < lastIndex; ++i)
{
DrawableCarouselItem item = Items[i];
// 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 = i + (item is DrawableCarouselBeatmapSet ? Items.Count : 0);
switch (item.LoadState)
{
case LoadState.NotLoaded:
LoadComponentAsync(item);
break;
case LoadState.Loading:
break;
default:
scrollableContent.Add(item);
break;
}
}
}
// Update externally controlled state of currently visible items
// (e.g. x-offset and opacity).
float halfHeight = drawHeight / 2;
foreach (DrawableCarouselItem p in scrollableContent.Children)
updateItem(p, halfHeight);
}
/// <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>
/// <param name="halfHeight">Half the draw height of the carousel container.</param>
private void updateItem(DrawableCarouselItem p, float halfHeight)
{
var height = p.IsPresent ? p.DrawHeight : 0;
float itemDrawY = p.Position.Y - Current + height / 2;
float dist = Math.Abs(1f - itemDrawY / 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 item 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));
}
}
}