Remove all external access to BeatmapGroup.

This commit is contained in:
Dean Herbert
2017-03-17 19:12:15 +09:00
parent 3401759665
commit dc28f8c79e
2 changed files with 287 additions and 244 deletions

View File

@ -2,10 +2,8 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Input;
using osu.Framework.Allocation;
@ -51,8 +49,6 @@ namespace osu.Game.Screens.Select
private SampleChannel sampleChangeDifficulty;
private SampleChannel sampleChangeBeatmap;
private List<BeatmapGroup> beatmapGroups;
protected virtual bool ShowFooter => true;
/// <summary>
@ -72,7 +68,6 @@ namespace osu.Game.Screens.Select
const float carousel_width = 640;
const float filter_height = 100;
beatmapGroups = new List<BeatmapGroup>();
Add(new ParallaxContainer
{
Padding = new MarginPadding { Top = filter_height },
@ -93,6 +88,8 @@ namespace osu.Game.Screens.Select
Size = new Vector2(carousel_width, 1),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
SelectionChanged = selectionChanged,
StartRequested = raiseSelect
});
Add(FilterControl = new FilterControl
{
@ -132,8 +129,7 @@ namespace osu.Game.Screens.Select
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapDatabase beatmaps, AudioManager audio, DialogOverlay dialog, Framework.Game game,
OsuGame osu, OsuColour colours)
private void load(BeatmapDatabase beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours)
{
if (Footer != null)
{
@ -161,7 +157,16 @@ namespace osu.Game.Screens.Select
initialAddSetsTask = new CancellationTokenSource();
Task.Factory.StartNew(() => addBeatmapSets(game, initialAddSetsTask.Token), initialAddSetsTask.Token);
carousel.BeatmapsChanged = beatmapsLoaded;
carousel.Beatmaps = database.Query<BeatmapSetInfo>().Where(b => !b.DeletePending);
}
private void beatmapsLoaded()
{
if (Beatmap != null)
carousel.SelectBeatmap(Beatmap.BeatmapInfo, false);
else
carousel.SelectNext();
}
private void raiseSelect()
@ -173,18 +178,24 @@ namespace osu.Game.Screens.Select
}
public void SelectRandom() => carousel.SelectRandom();
protected abstract void OnSelected();
private ScheduledDelegate filterTask;
private void filterChanged(bool debounce = true, bool eagerSelection = true)
{
if (!carousel.IsLoaded) return;
if (Beatmap == null) return;
filterTask?.Cancel();
filterTask = Scheduler.AddDelayed(() =>
{
filterTask = null;
var search = FilterControl.Search;
BeatmapGroup newSelection = null;
carousel.Sort(FilterControl.Sort);
foreach (var beatmapGroup in carousel)
{
@ -227,7 +238,7 @@ namespace osu.Game.Screens.Select
}, debounce ? 250 : 0);
}
private void onBeatmapSetAdded(BeatmapSetInfo s) => Schedule(() => addBeatmapSet(s, Game, true));
private void onBeatmapSetAdded(BeatmapSetInfo s) => carousel.AddBeatmap(s);
private void onBeatmapSetRemoved(BeatmapSetInfo s) => Schedule(() => removeBeatmapSet(s));
@ -352,80 +363,15 @@ namespace osu.Game.Screens.Select
}
}
private BeatmapGroup prepareBeatmapSet(BeatmapSetInfo beatmapSet)
{
database.GetChildren(beatmapSet);
beatmapSet.Beatmaps.ForEach(b => { if (b.Metadata == null) b.Metadata = beatmapSet.Metadata; });
return new BeatmapGroup(beatmapSet, database)
{
SelectionChanged = selectionChanged,
StartRequested = b => raiseSelect()
};
}
private void addBeatmapSet(BeatmapSetInfo beatmapSet, Framework.Game game, bool select = false)
{
var group = prepareBeatmapSet(beatmapSet);
//for the time being, let's completely load the difficulty panels in the background.
//this likely won't scale so well, but allows us to completely async the loading flow.
Task.WhenAll(group.BeatmapPanels.Select(panel => panel.LoadAsync(game))).ContinueWith(task => Schedule(delegate
{
addGroup(group);
if (Beatmap == null || select)
selectBeatmap(beatmapSet);
else
selectBeatmap();
}));
}
private void addGroup(BeatmapGroup group)
{
beatmapGroups.Add(group);
group.State = BeatmapGroupState.Collapsed;
carousel.AddGroup(group);
filterChanged(false, false);
}
private void selectBeatmap(BeatmapSetInfo beatmapSet = null)
{
carousel.SelectBeatmap(beatmapSet != null ? beatmapSet.Beatmaps.First() : Beatmap.BeatmapInfo);
}
private void addBeatmapSets(Framework.Game game, CancellationToken token)
{
List<BeatmapGroup> groups = new List<BeatmapGroup>();
foreach (var beatmapSet in database.Query<BeatmapSetInfo>().Where(b => !b.DeletePending))
{
if (token.IsCancellationRequested) return;
groups.Add(prepareBeatmapSet(beatmapSet));
}
Schedule(() =>
{
groups.ForEach(addGroup);
selectBeatmap(Beatmap?.BeatmapSetInfo ?? groups.First().BeatmapSet);
});
carousel.SelectBeatmap(beatmapSet != null ? beatmapSet.Beatmaps.First() : Beatmap?.BeatmapInfo);
}
private void removeBeatmapSet(BeatmapSetInfo beatmapSet)
{
var group = beatmapGroups.Find(b => b.BeatmapSet.ID == beatmapSet.ID);
if (group == null) return;
if (carousel.SelectedGroup == group)
carousel.SelectNext();
beatmapGroups.Remove(group);
carousel.RemoveGroup(group);
if (beatmapGroups.Count == 0)
carousel.RemoveBeatmap(beatmapSet);
if (carousel.SelectedBeatmap == null)
Beatmap = null;
}