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197 lines
6.9 KiB
C#
197 lines
6.9 KiB
C#
//Copyright (c) 2007-2016 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.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Transformations;
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using osu.Game.Database;
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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.Beatmaps.Drawables;
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namespace osu.Game.Screens.Select
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{
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class CarouselContainer : ScrollContainer
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{
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private Container<Panel> scrollableContent;
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private List<BeatmapGroup> groups = new List<BeatmapGroup>();
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private List<Panel> panels = new List<Panel>();
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public BeatmapGroup SelectedGroup { get; private set; }
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public BeatmapPanel SelectedPanel { get; private set; }
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private List<float> yPositions = new List<float>();
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public CarouselContainer()
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{
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DistanceDecayJump = 0.01;
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Add(scrollableContent = new Container<Panel>
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{
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RelativeSizeAxes = Axes.X,
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});
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}
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public void AddGroup(BeatmapGroup group)
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{
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group.State = BeatmapGroupState.Collapsed;
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groups.Add(group);
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panels.Add(group.Header);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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panels.Add(panel);
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computeYPositions();
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}
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private void movePanel(Panel panel, bool advance, ref float currentY)
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{
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yPositions.Add(currentY);
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panel.MoveToY(currentY, 750, EasingTypes.OutExpo);
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if (advance)
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currentY += panel.DrawHeight + 5;
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}
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/// <summary>
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/// Computes the target Y positions for every panel in the carousel.
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/// </summary>
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/// <returns>The Y position of the currently selected panel.</returns>
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private float computeYPositions()
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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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foreach (BeatmapGroup group in groups)
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{
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movePanel(group.Header, true, ref currentY);
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if (group.State == BeatmapGroupState.Expanded)
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{
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group.Header.MoveToX(-100, 500, EasingTypes.OutExpo);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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if (panel == SelectedPanel)
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selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
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panel.MoveToX(-50, 500, EasingTypes.OutExpo);
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movePanel(panel, true, ref currentY);
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}
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}
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else
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{
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group.Header.MoveToX(0, 500, EasingTypes.OutExpo);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.MoveToX(0, 500, EasingTypes.OutExpo);
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movePanel(panel, false, ref currentY);
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}
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}
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}
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currentY += DrawHeight / 2;
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scrollableContent.Height = currentY;
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return selectedY;
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}
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public void SelectBeatmap(BeatmapInfo beatmap)
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{
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foreach (BeatmapGroup group in groups)
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{
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var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (panel != null)
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{
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SelectGroup(group, panel);
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return;
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}
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}
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}
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public void SelectGroup(BeatmapGroup group, BeatmapPanel panel)
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{
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if (SelectedGroup != null && SelectedGroup != group)
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{
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SelectedGroup.State = BeatmapGroupState.Collapsed;
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foreach (BeatmapPanel p in group.BeatmapPanels)
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p.MoveToY(group.Header.Position.Y);
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}
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SelectedGroup = group;
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panel.State = PanelSelectedState.Selected;
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SelectedPanel = panel;
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float selectedY = computeYPositions();
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ScrollTo(selectedY);
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}
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private static float offsetX(Panel panel, 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 = 4;
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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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private void addPanel(int index)
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{
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Panel panel = panels[index];
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if (panel.Hidden)
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return;
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if (!scrollableContent.Contains(panel))
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{
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panel.Depth = index + (panel is BeatmapSetHeader ? panels.Count : 0);
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scrollableContent.Add(panel);
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}
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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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scrollableContent.RemoveAll(delegate (Panel p)
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{
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float panelPosY = p.Position.Y;
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return panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !IsVisible;
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});
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int firstIndex = yPositions.BinarySearch(Current - Panel.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) lastIndex = ~lastIndex;
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for (int i = firstIndex; i < lastIndex; ++i)
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addPanel(i);
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float halfHeight = drawHeight / 2;
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foreach (Panel panel in scrollableContent.Children)
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{
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float panelDrawY = panel.Position.Y - Current + panel.DrawHeight / 2;
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float dist = Math.Abs(1f - panelDrawY / 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 panel gets selected, we
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// may want to smoothly transform it leftwards.)
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panel.OriginPosition = new Vector2(-offsetX(panel, 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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panel.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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}
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