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Initial carousel infrastructue changes
This commit is contained in:
@ -7,7 +7,6 @@ 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.Beatmaps.Drawables;
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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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@ -15,17 +14,19 @@ 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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public BeatmapInfo SelectedBeatmap => selectedPanel?.Beatmap;
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public BeatmapInfo SelectedBeatmap => selectedBeatmap?.Beatmap;
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public override bool HandleInput => AllowSelection;
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@ -33,27 +34,30 @@ namespace osu.Game.Screens.Select
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public IEnumerable<BeatmapSetInfo> Beatmaps
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{
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get { return groups.Select(g => g.BeatmapSet); }
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get { return carouselSets.Select(g => g.BeatmapSet); }
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set
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{
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scrollableContent.Clear(false);
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panels.Clear();
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groups.Clear();
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items.Clear();
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carouselSets.Clear();
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List<BeatmapGroup> newGroups = null;
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List<CarouselBeatmapSet> newSets = null;
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Task.Run(() =>
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{
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newGroups = value.Select(createGroup).Where(g => g != null).ToList();
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criteria.Filter(newGroups);
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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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foreach (var g in newGroups)
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foreach (var g in newSets)
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addGroup(g);
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computeYPositions();
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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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BeatmapsChanged?.Invoke();
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});
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});
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@ -62,24 +66,19 @@ namespace osu.Game.Screens.Select
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private readonly List<float> yPositions = new List<float>();
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/// <summary>
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/// Required for now unfortunately.
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/// </summary>
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private BeatmapManager manager;
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private readonly Container<DrawableCarouselItem> scrollableContent;
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private readonly Container<Panel> scrollableContent;
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private readonly List<BeatmapGroup> groups = new List<BeatmapGroup>();
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private readonly List<CarouselBeatmapSet> carouselSets = new List<CarouselBeatmapSet>();
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private Bindable<SelectionRandomType> randomType;
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private readonly List<BeatmapGroup> seenGroups = new List<BeatmapGroup>();
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private readonly List<CarouselBeatmapSet> seenSets = new List<CarouselBeatmapSet>();
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private readonly List<Panel> panels = new List<Panel>();
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private List<DrawableCarouselItem> items = new List<DrawableCarouselItem>();
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private CarouselGroup root = new CarouselGroup();
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private readonly Stack<KeyValuePair<BeatmapGroup, BeatmapPanel>> randomSelectedBeatmaps = new Stack<KeyValuePair<BeatmapGroup, BeatmapPanel>>();
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private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
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private BeatmapGroup selectedGroup;
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private BeatmapPanel selectedPanel;
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private CarouselBeatmap selectedBeatmap;
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public BeatmapCarousel()
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{
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@ -87,7 +86,7 @@ namespace osu.Game.Screens.Select
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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<Panel>
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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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@ -96,45 +95,44 @@ namespace osu.Game.Screens.Select
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public void RemoveBeatmap(BeatmapSetInfo beatmapSet)
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{
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Schedule(() => removeGroup(groups.Find(b => b.BeatmapSet.ID == beatmapSet.ID)));
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Schedule(() => removeGroup(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 panels that haven't changed, etc.
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var oldGroup = groups.Find(b => b.BeatmapSet.ID == beatmapSet.ID);
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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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var newGroup = createGroup(beatmapSet);
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bool hadSelection = oldGroup?.State == CarouselItemState.Selected;
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int index = groups.IndexOf(oldGroup);
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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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groups.RemoveAt(index);
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carouselSets.RemoveAt(index);
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if (newGroup != null)
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if (newSet != null)
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{
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if (index >= 0)
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groups.Insert(index, newGroup);
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carouselSets.Insert(index, newSet);
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else
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addGroup(newGroup);
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addGroup(newSet);
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}
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bool hadSelection = selectedGroup == oldGroup;
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if (hadSelection && newGroup == null)
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selectedGroup = null;
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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 && newGroup != null)
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if (hadSelection && newSet != null)
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{
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var newSelection =
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newGroup.BeatmapPanels.Find(p => p.Beatmap.ID == selectedPanel?.Beatmap.ID);
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var newSelection = newSet.Beatmaps.Find(b => b.Beatmap.ID == selectedBeatmap?.Beatmap.ID);
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if (newSelection == null && oldGroup != null && selectedPanel != null)
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newSelection = newGroup.BeatmapPanels[Math.Min(newGroup.BeatmapPanels.Count - 1, oldGroup.BeatmapPanels.IndexOf(selectedPanel))];
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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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selectGroup(newGroup, newSelection);
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select(newSelection);
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}
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}
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@ -148,12 +146,12 @@ namespace osu.Game.Screens.Select
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if (beatmap == SelectedBeatmap) return;
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foreach (BeatmapGroup group in groups)
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foreach (CarouselBeatmapSet group in carouselSets)
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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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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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selectGroup(group, panel, animated);
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select(item, animated);
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return;
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}
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}
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@ -161,20 +159,9 @@ namespace osu.Game.Screens.Select
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public Action<BeatmapInfo> SelectionChanged;
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public Action StartRequested;
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public Action<BeatmapSetInfo> DeleteRequested;
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public Action<BeatmapSetInfo> RestoreRequested;
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public Action<BeatmapInfo> EditRequested;
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public Action<BeatmapInfo> HideDifficultyRequested;
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private void selectNullBeatmap()
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{
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selectedGroup = null;
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selectedPanel = null;
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selectedBeatmap = null;
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SelectionChanged?.Invoke(null);
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}
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@ -186,90 +173,71 @@ namespace osu.Game.Screens.Select
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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 (groups.All(g => g.State == BeatmapGroupState.Hidden))
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if (carouselSets.All(g => g.State == CarouselItemState.Hidden))
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{
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selectNullBeatmap();
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return;
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}
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int originalIndex = Math.Max(0, groups.IndexOf(selectedGroup));
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int originalIndex = Math.Max(0, 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 + groups.Count) % groups.Count;
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int incrementIndex() => currentIndex = (currentIndex + direction + items.Count) % items.Count;
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// in the case we are skipping difficulties, we want to increment the index once before starting to find out new target
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// (we don't care about the currently selected group).
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if (skipDifficulties)
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incrementIndex();
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do
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while (incrementIndex() != originalIndex)
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{
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var group = groups[currentIndex];
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var item = items[currentIndex].Item;
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if (group.State == BeatmapGroupState.Hidden) continue;
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if (item.Filtered || item.State == CarouselItemState.Selected) continue;
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// we are only interested in non-filtered panels.
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IEnumerable<BeatmapPanel> validPanels = group.BeatmapPanels.Where(p => !p.Filtered);
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// if we are considering difficulties, we need to do a few extrea steps.
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if (!skipDifficulties)
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switch (item)
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{
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// we want to reverse the panel order if we are searching backwards.
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if (direction < 0)
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validPanels = validPanels.Reverse();
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// if we are currently on the selected panel, let's try to find a valid difficulty before leaving to the next group.
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// the first valid difficulty is found by skipping to the selected panel and then one further.
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if (currentIndex == originalIndex)
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validPanels = validPanels.SkipWhile(p => p != selectedPanel).Skip(1);
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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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var next = validPanels.FirstOrDefault();
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// at this point, we can perform the selection change if we have a valid new target, else continue to increment in the specified direction.
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if (next != null)
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{
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selectGroup(group, next);
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return;
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}
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} while (incrementIndex() != originalIndex);
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}
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}
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private IEnumerable<BeatmapGroup> getVisibleGroups() => groups.Where(selectGroup => selectGroup.State != BeatmapGroupState.Hidden);
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private IEnumerable<CarouselBeatmapSet> getVisibleGroups() => carouselSets.Where(select => select.State != CarouselItemState.NotSelected);
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public void SelectNextRandom()
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{
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if (groups.Count == 0)
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if (carouselSets.Count == 0)
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return;
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var visibleGroups = getVisibleGroups();
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if (!visibleGroups.Any())
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return;
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if (selectedGroup != null)
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randomSelectedBeatmaps.Push(new KeyValuePair<BeatmapGroup, BeatmapPanel>(selectedGroup, selectedGroup.SelectedPanel));
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if (selectedBeatmap != null)
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randomSelectedBeatmaps.Push(selectedBeatmap);
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BeatmapGroup group;
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CarouselBeatmapSet group;
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if (randomType == SelectionRandomType.RandomPermutation)
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{
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var notSeenGroups = visibleGroups.Except(seenGroups);
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var notSeenGroups = visibleGroups.Except(seenSets);
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if (!notSeenGroups.Any())
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{
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seenGroups.Clear();
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seenSets.Clear();
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notSeenGroups = visibleGroups;
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}
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group = notSeenGroups.ElementAt(RNG.Next(notSeenGroups.Count()));
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seenGroups.Add(group);
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seenSets.Add(group);
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}
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else
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group = visibleGroups.ElementAt(RNG.Next(visibleGroups.Count()));
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BeatmapPanel panel = group.BeatmapPanels[RNG.Next(group.BeatmapPanels.Count)];
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CarouselBeatmap item = group.Beatmaps[RNG.Next(group.Beatmaps.Count)];
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selectGroup(group, panel);
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select(item);
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}
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public void SelectPreviousRandom()
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@ -277,17 +245,13 @@ namespace osu.Game.Screens.Select
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if (!randomSelectedBeatmaps.Any())
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return;
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var visibleGroups = getVisibleGroups();
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if (!visibleGroups.Any())
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return;
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while (randomSelectedBeatmaps.Any())
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{
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var beatmapCoordinates = randomSelectedBeatmaps.Pop();
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var group = beatmapCoordinates.Key;
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if (visibleGroups.Contains(group))
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var beatmap = randomSelectedBeatmaps.Pop();
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if (beatmap.Visible)
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{
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selectGroup(group, beatmapCoordinates.Value);
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select(beatmap);
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break;
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}
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}
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@ -314,25 +278,14 @@ namespace osu.Game.Screens.Select
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{
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filterTask = null;
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criteria.Filter(groups);
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carouselSets.ForEach(s => s.Filter(criteria));
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var filtered = new List<BeatmapGroup>(groups);
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yPositionsCache.Invalidate();
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scrollableContent.Clear(false);
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panels.Clear();
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groups.Clear();
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foreach (var g in filtered)
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addGroup(g);
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computeYPositions();
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selectedGroup?.UpdateState();
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if (selectedGroup == null || selectedGroup.State == BeatmapGroupState.Hidden)
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if (selectedBeatmap?.Visible != true)
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SelectNext();
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else
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selectGroup(selectedGroup, selectedPanel);
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select(selectedBeatmap);
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};
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filterTask?.Cancel();
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@ -350,54 +303,60 @@ namespace osu.Game.Screens.Select
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ScrollTo(selectedY, animated);
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}
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private BeatmapGroup createGroup(BeatmapSetInfo beatmapSet)
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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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return new BeatmapGroup(beatmapSet, manager)
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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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SelectionChanged = (g, p) => selectGroup(g, p),
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StartRequested = b => StartRequested?.Invoke(),
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DeleteRequested = b => DeleteRequested?.Invoke(b),
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RestoreHiddenRequested = s => RestoreRequested?.Invoke(s),
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EditRequested = b => EditRequested?.Invoke(b),
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HideDifficultyRequested = b => HideDifficultyRequested?.Invoke(b),
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State = BeatmapGroupState.Collapsed
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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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selectedBeatmap = c;
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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(BeatmapManager manager, OsuConfigManager config)
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private void load(OsuConfigManager config)
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{
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this.manager = manager;
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randomType = config.GetBindable<SelectionRandomType>(OsuSetting.SelectionRandomType);
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}
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private void addGroup(BeatmapGroup group)
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private void addGroup(CarouselBeatmapSet set)
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{
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// prevent duplicates by concurrent independent actions trying to add a group
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if (groups.Any(g => g.BeatmapSet.ID == group.BeatmapSet.ID))
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//todo: check this
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if (carouselSets.Any(g => g.BeatmapSet.ID == set.BeatmapSet.ID))
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return;
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groups.Add(group);
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panels.Add(group.Header);
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panels.AddRange(group.BeatmapPanels);
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//todo: add to root
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carouselSets.Add(set);
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}
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private void removeGroup(BeatmapGroup group)
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private void removeGroup(CarouselBeatmapSet set)
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{
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if (group == null)
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if (set == null)
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return;
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if (selectedGroup == group)
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if (set.State == CarouselItemState.Selected)
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{
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if (getVisibleGroups().Count() == 1)
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selectNullBeatmap();
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@ -405,21 +364,23 @@ namespace osu.Game.Screens.Select
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SelectNext();
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}
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groups.Remove(group);
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panels.Remove(group.Header);
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foreach (var p in group.BeatmapPanels)
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panels.Remove(p);
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carouselSets.Remove(set);
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scrollableContent.Remove(group.Header);
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scrollableContent.RemoveRange(group.BeatmapPanels);
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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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computeYPositions();
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yPositionsCache.Invalidate();
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}
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private Cached yPositionsCache = new Cached();
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/// <summary>
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/// Computes the target Y positions for every panel in the carousel.
|
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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 panel.</returns>
|
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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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{
|
||||
yPositions.Clear();
|
||||
@ -427,88 +388,61 @@ namespace osu.Game.Screens.Select
|
||||
float currentY = DrawHeight / 2;
|
||||
float selectedY = currentY;
|
||||
|
||||
foreach (BeatmapGroup group in groups)
|
||||
float lastSetY = 0;
|
||||
|
||||
foreach (DrawableCarouselItem d in items)
|
||||
{
|
||||
movePanel(group.Header, group.State != BeatmapGroupState.Hidden, animated, ref currentY);
|
||||
|
||||
if (group.State == BeatmapGroupState.Expanded)
|
||||
switch (d)
|
||||
{
|
||||
group.Header.MoveToX(-100, 500, Easing.OutExpo);
|
||||
var headerY = group.Header.Position.Y;
|
||||
case DrawableCarouselBeatmapSet set:
|
||||
set.MoveToX(set.Item.State == CarouselItemState.Selected ? -100 : 0, 500, Easing.OutExpo);
|
||||
|
||||
foreach (BeatmapPanel panel in group.BeatmapPanels)
|
||||
{
|
||||
if (panel == selectedPanel)
|
||||
selectedY = currentY + panel.DrawHeight / 2 - DrawHeight / 2;
|
||||
lastSetY = set.Position.Y;
|
||||
|
||||
panel.MoveToX(-50, 500, Easing.OutExpo);
|
||||
movePanel(set, set.Item.Visible, animated, ref currentY);
|
||||
break;
|
||||
case DrawableCarouselBeatmap beatmap:
|
||||
beatmap.MoveToX(beatmap.Item.State == CarouselItemState.Selected ? -50 : 0, 500, Easing.OutExpo);
|
||||
|
||||
bool isHidden = panel.State == PanelSelectedState.Hidden;
|
||||
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 (isHidden || panel.Alpha == 0)
|
||||
panel.MoveToY(headerY);
|
||||
// on first display we want to begin hidden under our group's header.
|
||||
if (animated && !beatmap.IsPresent)
|
||||
beatmap.MoveToY(lastSetY);
|
||||
|
||||
movePanel(panel, !isHidden, animated, ref currentY);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
group.Header.MoveToX(0, 500, Easing.OutExpo);
|
||||
|
||||
foreach (BeatmapPanel panel in group.BeatmapPanels)
|
||||
{
|
||||
panel.MoveToX(0, 500, Easing.OutExpo);
|
||||
movePanel(panel, false, animated, ref currentY);
|
||||
}
|
||||
movePanel(beatmap, beatmap.Item.Visible, animated, ref currentY);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
currentY += DrawHeight / 2;
|
||||
scrollableContent.Height = currentY;
|
||||
|
||||
yPositionsCache.Validate();
|
||||
|
||||
return selectedY;
|
||||
}
|
||||
|
||||
private void movePanel(Panel panel, bool advance, bool animated, ref float currentY)
|
||||
private void movePanel(DrawableCarouselItem item, bool advance, bool animated, ref float currentY)
|
||||
{
|
||||
yPositions.Add(currentY);
|
||||
panel.MoveToY(currentY, animated ? 750 : 0, Easing.OutExpo);
|
||||
item.MoveToY(currentY, animated ? 750 : 0, Easing.OutExpo);
|
||||
|
||||
if (advance)
|
||||
currentY += panel.DrawHeight + 5;
|
||||
currentY += item.DrawHeight + 5;
|
||||
}
|
||||
|
||||
private void selectGroup(BeatmapGroup group, BeatmapPanel panel = null, bool animated = true)
|
||||
private void select(CarouselBeatmapSet beatmapSet = null)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (panel == null || panel.Filtered == true)
|
||||
panel = group.BeatmapPanels.First(p => !p.Filtered);
|
||||
if (beatmapSet == null) return;
|
||||
beatmapSet.State.Value = CarouselItemState.Selected;
|
||||
}
|
||||
|
||||
if (selectedPanel == panel) return;
|
||||
|
||||
Trace.Assert(group.BeatmapPanels.Contains(panel), @"Selected panel must be in provided group");
|
||||
|
||||
if (selectedGroup != null && selectedGroup != group && selectedGroup.State != BeatmapGroupState.Hidden)
|
||||
selectedGroup.State = BeatmapGroupState.Collapsed;
|
||||
|
||||
group.State = BeatmapGroupState.Expanded;
|
||||
group.SelectedPanel = panel;
|
||||
|
||||
panel.State = PanelSelectedState.Selected;
|
||||
|
||||
if (selectedPanel == panel) return;
|
||||
|
||||
selectedPanel = panel;
|
||||
selectedGroup = group;
|
||||
|
||||
SelectionChanged?.Invoke(panel.Beatmap);
|
||||
}
|
||||
finally
|
||||
{
|
||||
ScrollToSelected(animated);
|
||||
}
|
||||
private void select(CarouselBeatmap beatmap = null, bool animated = true)
|
||||
{
|
||||
if (beatmap == null) return;
|
||||
beatmap.State.Value = CarouselItemState.Selected;
|
||||
}
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
@ -547,66 +481,67 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
float drawHeight = DrawHeight;
|
||||
|
||||
// Remove all panels that should no longer be on-screen
|
||||
scrollableContent.RemoveAll(delegate(Panel p)
|
||||
if (!yPositionsCache.IsValid)
|
||||
computeYPositions();
|
||||
|
||||
// Remove all items that should no longer be on-screen
|
||||
scrollableContent.RemoveAll(delegate (DrawableCarouselItem p)
|
||||
{
|
||||
float panelPosY = p.Position.Y;
|
||||
bool remove = panelPosY < Current - p.DrawHeight || panelPosY > Current + drawHeight || !p.IsPresent;
|
||||
float itemPosY = p.Position.Y;
|
||||
bool remove = itemPosY < Current - p.DrawHeight || itemPosY > Current + drawHeight || !p.IsPresent;
|
||||
return remove;
|
||||
});
|
||||
|
||||
// Find index range of all panels that should be on-screen
|
||||
Trace.Assert(panels.Count == yPositions.Count);
|
||||
// Find index range of all items that should be on-screen
|
||||
Trace.Assert(items.Count == yPositions.Count);
|
||||
|
||||
int firstIndex = yPositions.BinarySearch(Current - Panel.MAX_HEIGHT);
|
||||
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 panel of the last visible beatmap group to preload its data.
|
||||
if (lastIndex != 0 && panels[lastIndex - 1] is BeatmapSetHeader)
|
||||
// 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 panels within the previously found index range that should be displayed.
|
||||
// Add those items within the previously found index range that should be displayed.
|
||||
for (int i = firstIndex; i < lastIndex; ++i)
|
||||
{
|
||||
Panel panel = panels[i];
|
||||
if (panel.State == PanelSelectedState.Hidden)
|
||||
continue;
|
||||
DrawableCarouselItem item = items[i];
|
||||
|
||||
// Only add if we're not already part of the content.
|
||||
if (!scrollableContent.Contains(panel))
|
||||
if (!scrollableContent.Contains(item))
|
||||
{
|
||||
// Makes sure headers are always _below_ panels,
|
||||
// Makes sure headers are always _below_ items,
|
||||
// and depth flows downward.
|
||||
panel.Depth = i + (panel is BeatmapSetHeader ? panels.Count : 0);
|
||||
item.Depth = i + (item is DrawableCarouselBeatmapSet ? items.Count : 0);
|
||||
|
||||
switch (panel.LoadState)
|
||||
switch (item.LoadState)
|
||||
{
|
||||
case LoadState.NotLoaded:
|
||||
LoadComponentAsync(panel);
|
||||
LoadComponentAsync(item);
|
||||
break;
|
||||
case LoadState.Loading:
|
||||
break;
|
||||
default:
|
||||
scrollableContent.Add(panel);
|
||||
scrollableContent.Add(item);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update externally controlled state of currently visible panels
|
||||
// Update externally controlled state of currently visible items
|
||||
// (e.g. x-offset and opacity).
|
||||
float halfHeight = drawHeight / 2;
|
||||
foreach (Panel p in scrollableContent.Children)
|
||||
updatePanel(p, halfHeight);
|
||||
foreach (DrawableCarouselItem p in scrollableContent.Children)
|
||||
updateItem(p, halfHeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes the x-offset of currently visible panels. Makes the carousel appear round.
|
||||
/// 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
|
||||
@ -624,20 +559,20 @@ namespace osu.Game.Screens.Select
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update a panel's x position and multiplicative alpha based on its y position and
|
||||
/// Update a item's x position and multiplicative alpha based on its y position and
|
||||
/// the current scroll position.
|
||||
/// </summary>
|
||||
/// <param name="p">The panel to be updated.</param>
|
||||
/// <param name="p">The item to be updated.</param>
|
||||
/// <param name="halfHeight">Half the draw height of the carousel container.</param>
|
||||
private void updatePanel(Panel p, float halfHeight)
|
||||
private void updateItem(DrawableCarouselItem p, float halfHeight)
|
||||
{
|
||||
var height = p.IsPresent ? p.DrawHeight : 0;
|
||||
|
||||
float panelDrawY = p.Position.Y - Current + height / 2;
|
||||
float dist = Math.Abs(1f - panelDrawY / halfHeight);
|
||||
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 panel gets selected, we
|
||||
// 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);
|
||||
|
||||
|
Reference in New Issue
Block a user