From 6058c66edb0a0e2ce4150bf8fc530f36b708e9ad Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Thu, 26 Nov 2020 18:32:43 +0900 Subject: [PATCH] Move drawable carousel set movement logic into panels themselves --- osu.Game/Screens/Select/BeatmapCarousel.cs | 10 ---------- .../Carousel/DrawableCarouselBeatmapSet.cs | 20 +++++++++++++++++++ 2 files changed, 20 insertions(+), 10 deletions(-) diff --git a/osu.Game/Screens/Select/BeatmapCarousel.cs b/osu.Game/Screens/Select/BeatmapCarousel.cs index 164802fc28..b6ed0468dd 100644 --- a/osu.Game/Screens/Select/BeatmapCarousel.cs +++ b/osu.Game/Screens/Select/BeatmapCarousel.cs @@ -618,16 +618,6 @@ namespace osu.Game.Screens.Select } } - // Finally, if the filtered items have changed, animate drawables to their new locations. - // This is common if a selected/collapsed state has changed. - if (revalidateItems) - { - foreach (DrawableCarouselItem panel in ScrollableContent.Children) - { - panel.MoveToY(panel.Item.CarouselYPosition, 800, Easing.OutQuint); - } - } - // Update externally controlled state of currently visible items (e.g. x-offset and opacity). // This is a per-frame update on all drawable panels. foreach (DrawableCarouselItem item in Scroll.Children) diff --git a/osu.Game/Screens/Select/Carousel/DrawableCarouselBeatmapSet.cs b/osu.Game/Screens/Select/Carousel/DrawableCarouselBeatmapSet.cs index 93f95e76cc..e25c6932cf 100644 --- a/osu.Game/Screens/Select/Carousel/DrawableCarouselBeatmapSet.cs +++ b/osu.Game/Screens/Select/Carousel/DrawableCarouselBeatmapSet.cs @@ -10,6 +10,7 @@ using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.UserInterface; +using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Collections; using osu.Game.Graphics.UserInterface; @@ -60,6 +61,25 @@ namespace osu.Game.Screens.Select.Carousel viewDetails = beatmapOverlay.FetchAndShowBeatmapSet; } + protected override void Update() + { + base.Update(); + + // position updates should not occur if the item is filtered away. + // this avoids panels flying across the screen only to be eventually off-screen or faded out. + if (!Item.Visible) + return; + + float targetY = Item.CarouselYPosition; + + if (Precision.AlmostEquals(targetY, Y)) + Y = targetY; + else + // algorithm for this is taken from ScrollContainer. + // while it doesn't necessarily need to match 1:1, as we are emulating scroll in some cases this feels most correct. + Y = (float)Interpolation.Lerp(targetY, Y, Math.Exp(-0.01 * Time.Elapsed)); + } + protected override void UpdateItem() { base.UpdateItem();