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5cbb9b9b18
Also exposes SelectedBeatmapSet.
585 lines
21 KiB
C#
585 lines
21 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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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 osu.Framework.Input;
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using OpenTK.Input;
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using osu.Framework.MathUtils;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Caching;
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using osu.Framework.Threading;
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using osu.Framework.Configuration;
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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 : OsuScrollContainer
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{
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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 == 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 => carouselSets.FirstOrDefault(s => s.State == CarouselItemState.Selected);
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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 HandleInput => AllowSelection;
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public IEnumerable<BeatmapSetInfo> BeatmapSets
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{
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get { return carouselSets.Select(g => g.BeatmapSet); }
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set
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{
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Schedule(() =>
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{
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scrollableContent.Clear(false);
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Items.Clear();
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carouselSets.Clear();
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yPositionsCache.Invalidate();
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});
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List<CarouselBeatmapSet> newSets = null;
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Task.Run(() =>
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{
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newSets = value.Select(createGroup).Where(g => g != null).ToList();
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newSets.ForEach(g => g.Filter(criteria));
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}).ContinueWith(t =>
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{
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Schedule(() =>
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{
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carouselSets.AddRange(newSets);
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root = new CarouselGroup(newSets.OfType<CarouselItem>().ToList());
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Items = root.Drawables.Value.ToList();
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yPositionsCache.Invalidate();
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BeatmapSetsChanged?.Invoke();
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});
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});
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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 Cached yPositionsCache = new Cached();
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private readonly Container<DrawableCarouselItem> scrollableContent;
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private readonly List<CarouselBeatmapSet> carouselSets = new List<CarouselBeatmapSet>();
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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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protected List<DrawableCarouselItem> Items = new List<DrawableCarouselItem>();
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private CarouselGroup root = new CarouselGroup();
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private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
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public BeatmapCarousel()
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{
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Add(new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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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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public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet)
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{
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Schedule(() => removeBeatmapSet(carouselSets.Find(b => b.BeatmapSet.ID == beatmapSet.ID)));
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}
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public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet)
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{
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// todo: this method should be smarter as to not recreate items that haven't changed, etc.
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var oldGroup = carouselSets.Find(b => b.BeatmapSet.ID == beatmapSet.ID);
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bool hadSelection = oldGroup?.State == CarouselItemState.Selected;
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var newSet = createGroup(beatmapSet);
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int index = carouselSets.IndexOf(oldGroup);
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if (index >= 0)
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carouselSets.RemoveAt(index);
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if (newSet != null)
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{
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if (index >= 0)
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carouselSets.Insert(index, newSet);
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//else
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// addBeatmapSet(newSet);
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}
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if (hadSelection && newSet == null)
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SelectNext();
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Filter(null, false);
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//check if we can/need to maintain our current selection.
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if (hadSelection && newSet != null)
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{
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var newSelection = newSet.Beatmaps.Find(b => b.Beatmap.ID == selectedBeatmap?.Beatmap.ID);
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if (newSelection == null && selectedBeatmap != null)
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newSelection = newSet.Beatmaps[Math.Min(newSet.Beatmaps.Count - 1, oldGroup.Beatmaps.IndexOf(selectedBeatmap))];
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select(newSelection);
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}
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}
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public void SelectBeatmap(BeatmapInfo beatmap, bool animated = true)
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{
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if (beatmap == null || beatmap.Hidden)
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{
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SelectNext();
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return;
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}
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if (beatmap == SelectedBeatmap) return;
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foreach (CarouselBeatmapSet group in carouselSets)
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{
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var item = group.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (item != null)
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{
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select(item);
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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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/// 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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// todo: we may want to refactor and remove this as an optimisation in the future.
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if (carouselSets.All(g => !g.Visible))
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{
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SelectionChanged?.Invoke(null);
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return;
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}
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int originalIndex = Items.IndexOf(selectedBeatmap?.Drawables.Value.First());
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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 + Items.Count) % Items.Count;
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while (incrementIndex() != originalIndex)
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{
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var item = Items[currentIndex].Item;
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if (item.Filtered || item.State == 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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select(set);
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return;
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}
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}
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}
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private IEnumerable<CarouselBeatmapSet> getVisibleSets() => carouselSets.Where(select => select.Visible);
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public void SelectNextRandom()
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{
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if (carouselSets.Count == 0)
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return;
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var visible = getVisibleSets().ToList();
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if (!visible.Any())
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return;
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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 == RandomSelectAlgorithm.RandomPermutation)
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{
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var notYetVisitedSets = visible.Except(previouslyVisitedRandomSets).ToList();
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if (!notYetVisitedSets.Any())
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{
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previouslyVisitedRandomSets.Clear();
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notYetVisitedSets = visible;
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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 = visible.ElementAt(RNG.Next(visible.Count()));
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select(set.Beatmaps[RNG.Next(set.Beatmaps.Count)]);
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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)
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{
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if (RandomAlgorithm == 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 FilterCriteria criteria = new FilterCriteria();
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protected ScheduledDelegate FilterTask;
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public bool AllowSelection = true;
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public void FlushPendingFilters()
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{
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if (FilterTask?.Completed == false)
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Filter(null, false);
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}
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public void Filter(FilterCriteria newCriteria = null, bool debounce = true)
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{
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if (newCriteria != null)
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criteria = newCriteria;
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Action perform = delegate
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{
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FilterTask = null;
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var lastSet = selectedBeatmapSet;
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var lastBeatmap = selectedBeatmap;
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carouselSets.ForEach(s => s.Filter(criteria));
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yPositionsCache.Invalidate();
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if (selectedBeatmap?.Filtered == false)
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select(selectedBeatmap);
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else if (lastBeatmap != null && !lastSet.Filtered)
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{
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var searchable = lastSet.Beatmaps.AsEnumerable();
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// search forwards first then backwards if nothing found.
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var nextAvailable =
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searchable.SkipWhile(b => b != lastBeatmap).FirstOrDefault(b => !b.Filtered) ??
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searchable.Reverse().SkipWhile(b => b != lastBeatmap).FirstOrDefault(b => !b.Filtered);
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select(nextAvailable);
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}
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else
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SelectNext();
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};
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FilterTask?.Cancel();
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FilterTask = null;
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if (debounce)
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FilterTask = Scheduler.AddDelayed(perform, 250);
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else
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perform();
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}
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public void ScrollToSelected(bool animated = true)
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{
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float selectedY = computeYPositions(animated);
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ScrollTo(selectedY, animated);
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}
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private CarouselBeatmapSet createGroup(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 += v =>
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{
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if (v == CarouselItemState.Selected)
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{
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SelectionChanged?.Invoke(c.Beatmap);
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yPositionsCache.Invalidate();
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Schedule(() => ScrollToSelected());
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}
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};
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}
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return set;
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm);
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}
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private void removeBeatmapSet(CarouselBeatmapSet set)
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{
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if (set == null)
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return;
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carouselSets.Remove(set);
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foreach (var d in set.Drawables.Value)
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{
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Items.Remove(d);
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scrollableContent.Remove(d);
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}
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if (set.State == CarouselItemState.Selected)
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SelectNext();
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yPositionsCache.Invalidate();
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}
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/// <summary>
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/// Computes the target Y positions for every item in the carousel.
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/// </summary>
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/// <returns>The Y position of the currently selected item.</returns>
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private float computeYPositions(bool animated = true)
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{
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yPositions.Clear();
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float currentY = DrawHeight / 2;
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float selectedY = currentY;
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float lastSetY = 0;
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foreach (DrawableCarouselItem d in Items)
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{
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switch (d)
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{
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case DrawableCarouselBeatmapSet set:
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set.MoveToX(set.Item.State == CarouselItemState.Selected ? -100 : 0, 500, Easing.OutExpo);
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lastSetY = set.Position.Y;
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break;
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case DrawableCarouselBeatmap beatmap:
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beatmap.MoveToX(beatmap.Item.State == CarouselItemState.Selected ? -50 : 0, 500, Easing.OutExpo);
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if (beatmap.Item == selectedBeatmap)
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selectedY = currentY + beatmap.DrawHeight / 2 - DrawHeight / 2;
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// on first display we want to begin hidden under our group's header.
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if (animated && !beatmap.IsPresent)
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beatmap.MoveToY(lastSetY);
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break;
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}
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yPositions.Add(currentY);
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d.MoveToY(currentY, animated ? 750 : 0, Easing.OutExpo);
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if (d.Item.Visible)
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currentY += d.DrawHeight + 5;
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}
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currentY += DrawHeight / 2;
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scrollableContent.Height = currentY;
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yPositionsCache.Validate();
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return selectedY;
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}
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private void select(CarouselItem item)
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{
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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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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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int direction = 0;
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bool skipDifficulties = false;
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switch (args.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(state, args);
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SelectNext(direction, skipDifficulties);
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return true;
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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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float drawHeight = DrawHeight;
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if (!yPositionsCache.IsValid)
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computeYPositions();
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// Remove all items that should no longer be on-screen
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scrollableContent.RemoveAll(delegate(DrawableCarouselItem p)
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{
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float itemPosY = p.Position.Y;
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bool remove = itemPosY < Current - p.DrawHeight || itemPosY > Current + drawHeight || !p.IsPresent;
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return remove;
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});
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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(Current - DrawableCarouselItem.MAX_HEIGHT);
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if (firstIndex < 0) firstIndex = ~firstIndex;
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int lastIndex = yPositions.BinarySearch(Current + drawHeight);
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if (lastIndex < 0)
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{
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lastIndex = ~lastIndex;
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// Add the first item of the last visible beatmap group to preload its data.
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if (lastIndex != 0 && Items[lastIndex - 1] is DrawableCarouselBeatmapSet)
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lastIndex++;
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}
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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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// 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 = i + (item is DrawableCarouselBeatmapSet ? Items.Count : 0);
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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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}
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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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float halfHeight = drawHeight / 2;
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foreach (DrawableCarouselItem p in scrollableContent.Children)
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updateItem(p, halfHeight);
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}
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/// <summary>
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/// Computes the x-offset of currently visible items. Makes the carousel appear round.
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/// </summary>
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/// <param name="dist">
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/// Vertical distance from the center of the carousel container
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/// ranging from -1 to 1.
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/// </param>
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/// <param name="halfHeight">Half the height of the carousel container.</param>
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private static float offsetX(float dist, float halfHeight)
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{
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// The radius of the circle the carousel moves on.
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const float circle_radius = 3;
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double discriminant = Math.Max(0, circle_radius * circle_radius - dist * dist);
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float x = (circle_radius - (float)Math.Sqrt(discriminant)) * halfHeight;
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return 125 + x;
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}
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/// <summary>
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/// Update a item's x position and multiplicative alpha based on its y position and
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/// the current scroll position.
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/// </summary>
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/// <param name="p">The item to be updated.</param>
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/// <param name="halfHeight">Half the draw height of the carousel container.</param>
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private void updateItem(DrawableCarouselItem p, float halfHeight)
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{
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var height = p.IsPresent ? p.DrawHeight : 0;
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float itemDrawY = p.Position.Y - Current + height / 2;
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float dist = Math.Abs(1f - itemDrawY / halfHeight);
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// Setting the origin position serves as an additive position on top of potential
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// local transformation we may want to apply (e.g. when a item gets selected, we
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// may want to smoothly transform it leftwards.)
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p.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 0);
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// We are applying a multiplicative alpha (which is internally done by nesting an
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// additional container and setting that container's alpha) such that we can
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// layer transformations on top, with a similar reasoning to the previous comment.
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p.SetMultiplicativeAlpha(MathHelper.Clamp(1.75f - 1.5f * dist, 0, 1));
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}
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}
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}
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