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# Conflicts: # osu.Game/Screens/Ranking/Statistics/StatisticsPanel.cs # osu.Game/osu.Game.csproj
1303 lines
51 KiB
C#
1303 lines
51 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Collections;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics.Carousel;
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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.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.LAsEzExtensions.Audio;
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using osu.Game.LAsEzExtensions.Configuration;
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using osu.Game.Localisation;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Overlays.Volume;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Footer;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Screens.SelectV2
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{
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/// <summary>
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/// This screen is intended to house all components introduced in the new song select design to add transitions and examine the overall look.
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/// This will be gradually built upon and ultimately replace <see cref="Select.SongSelect"/> once everything is in place.
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/// </summary>
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public abstract partial class SongSelect : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, ISongSelect, IHandlePresentBeatmap, IProvideCursor
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{
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/// <summary>
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/// A debounce that governs how long after a panel is selected before the rest of song select (and the game at large)
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/// updates to show that selection.
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///
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/// This is intentionally slightly higher than key repeat, but low enough to not impede user experience.
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/// </summary>
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public const int SELECTION_DEBOUNCE = 150;
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/// <summary>
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/// A general "global" debounce to be applied to anything aggressive difficulty calculation at song select,
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/// either after selection or after a panel comes on screen. Value should be low enough that users don't complain,
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/// but otherwise as high as possible to reduce overheads.
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/// </summary>
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public const int DIFFICULTY_CALCULATION_DEBOUNCE = 150;
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private const float logo_scale = 0.4f;
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private const double fade_duration = 300;
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public const float WEDGE_CONTENT_MARGIN = CORNER_RADIUS_HIDE_OFFSET + OsuGame.SCREEN_EDGE_MARGIN;
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public const float CORNER_RADIUS_HIDE_OFFSET = 20f;
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public const float ENTER_DURATION = 600;
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/// <summary>
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/// Whether this song select instance should take control of the global track,
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/// applying looping and preview offsets.
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/// </summary>
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protected bool ControlGlobalMusic { get; init; } = true;
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/// <summary>
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/// Whether the osu! logo should be shown at the bottom-right of the screen.
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/// </summary>
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protected bool ShowOsuLogo { get; init; } = true;
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protected MarginPadding LeftPadding { get; init; }
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private ModSelectOverlay modSelectOverlay = null!;
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private ModSpeedHotkeyHandler modSpeedHotkeyHandler = null!;
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// Blue is the most neutral choice, so I'm using that for now.
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// Purple makes the most sense to match the "gameplay" flow, but it's a bit too strong for the current design.
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// TODO: Colour scheme choice should probably be customisable by the user.
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[Cached]
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
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private BeatmapCarousel carousel = null!;
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private FilterControl filterControl = null!;
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private BeatmapTitleWedge titleWedge = null!;
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private BeatmapDetailsArea detailsArea = null!;
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private FillFlowContainer wedgesContainer = null!;
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private Box rightGradientBackground = null!;
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private Container mainContent = null!;
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private SkinnableContainer skinnableContent = null!;
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private GridContainer mainGridContainer = null!;
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private NoResultsPlaceholder noResultsPlaceholder = null!;
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public override bool? ApplyModTrackAdjustments => true;
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public override bool ShowFooter => true;
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private Sample? errorSample;
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[Resolved]
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private OsuGameBase? game { get; set; }
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[Resolved]
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private OsuLogo? logo { get; set; }
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[Resolved]
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private BeatmapSetOverlay? beatmapOverlay { get; set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved]
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private ManageCollectionsDialog? collectionsDialog { get; set; }
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[Resolved]
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private DifficultyRecommender? difficultyRecommender { get; set; }
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[Resolved]
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private IDialogOverlay? dialogOverlay { get; set; }
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[Resolved]
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private IOverlayManager? overlayManager { get; set; }
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private InputManager inputManager = null!;
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private readonly RealmPopulatingOnlineLookupSource onlineLookupSource = new RealmPopulatingOnlineLookupSource();
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private Bindable<bool> configBackgroundBlur = null!;
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private Bindable<bool> showConvertedBeatmaps = null!;
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private Bindable<KeySoundPreviewMode> keySoundPreview = null!;
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private EzPreviewTrackManager ezPreviewManager = null!;
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private IDisposable? modSelectOverlayRegistration;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager config, Ez2ConfigManager ezConfig)
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{
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errorSample = audio.Samples.Get(@"UI/generic-error");
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AddRangeInternal(new Drawable[]
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{
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new GlobalScrollAdjustsVolume(),
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onlineLookupSource,
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mainContent = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Bottom = ScreenFooter.HEIGHT },
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Child = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = new PopoverContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Width = 0.6f,
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Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.3f), Color4.Black.Opacity(0f)),
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},
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mainGridContainer = new GridContainer // used for max width implementation
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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// Ensure the left components are on top of the carousel both visually (although they should never overlay)
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// but more importantly, for input purposes to allow the scroll-to-selection logic to override carousel's
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// screen-wide scroll handling.
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Depth = float.MinValue,
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Shear = OsuGame.SHEAR,
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Padding = new MarginPadding
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{
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Top = -CORNER_RADIUS_HIDE_OFFSET,
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Left = -CORNER_RADIUS_HIDE_OFFSET,
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},
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Children = new Drawable[]
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{
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new Container
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{
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// Pad enough to only reset scroll when well into the left wedge areas.
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Padding = new MarginPadding { Right = 40 },
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RelativeSizeAxes = Axes.Both,
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Child = new Select.SongSelect.LeftSideInteractionContainer(() => carousel.ScrollToSelection())
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{
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RelativeSizeAxes = Axes.Both,
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},
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},
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wedgesContainer = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Spacing = new Vector2(0f, 4f),
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Direction = FillDirection.Vertical,
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Padding = LeftPadding,
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Children = new Drawable[]
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{
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new ShearAligningWrapper(titleWedge = new BeatmapTitleWedge()),
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new ShearAligningWrapper(detailsArea = new BeatmapDetailsArea()),
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},
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},
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}
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},
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Empty(),
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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rightGradientBackground = new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.0f), Color4.Black.Opacity(0.5f)),
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RelativeSizeAxes = Axes.Both,
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
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{
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Top = FilterControl.HEIGHT_FROM_SCREEN_TOP + 5,
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Bottom = 5,
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},
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Children = new Drawable[]
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{
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carousel = new BeatmapCarousel
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{
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BleedTop = FilterControl.HEIGHT_FROM_SCREEN_TOP + 5,
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BleedBottom = ScreenFooter.HEIGHT + 5,
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RelativeSizeAxes = Axes.Both,
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RequestPresentBeatmap = b => SelectAndRun(b, OnStart),
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RequestSelection = queueBeatmapSelection,
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RequestRecommendedSelection = requestRecommendedSelection,
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NewItemsPresented = newItemsPresented,
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},
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noResultsPlaceholder = new NoResultsPlaceholder
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{
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RequestClearFilterText = () => filterControl.Search(string.Empty)
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}
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}
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},
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filterControl = new FilterControl
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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RelativeSizeAxes = Axes.X,
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ScopedBeatmapSet = { BindTarget = ScopedBeatmapSet },
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},
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}
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},
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},
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}
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},
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}
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},
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}
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},
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skinnableContent = new SkinnableContainer(new GlobalSkinnableContainerLookup(GlobalSkinnableContainers.SongSelect))
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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},
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modSpeedHotkeyHandler = new ModSpeedHotkeyHandler()
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});
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LoadComponent(modSelectOverlay = CreateModSelectOverlay());
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configBackgroundBlur = config.GetBindable<bool>(OsuSetting.SongSelectBackgroundBlur);
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configBackgroundBlur.BindValueChanged(e =>
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{
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if (!this.IsCurrentScreen())
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return;
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updateBackgroundDim();
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});
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ezPreviewManager = new EzPreviewTrackManager();
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AddInternal(ezPreviewManager);
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keySoundPreview = ezConfig.GetBindable<KeySoundPreviewMode>(Ez2Setting.KeySoundPreviewMode);
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showConvertedBeatmaps = config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps);
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}
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// Colour scheme for mod overlay is left as default (green) to match mods button.
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// Not sure about this, but we'll iterate based on feedback.
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protected virtual ModSelectOverlay CreateModSelectOverlay() => new UserModSelectOverlay
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{
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ShowPresets = true,
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};
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private void requestRecommendedSelection(IEnumerable<GroupedBeatmap> groupedBeatmaps)
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{
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var recommendedBeatmap = difficultyRecommender?.GetRecommendedBeatmap(groupedBeatmaps.Select(gb => gb.Beatmap)) ?? groupedBeatmaps.First().Beatmap;
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queueBeatmapSelection(groupedBeatmaps.First(bug => bug.Beatmap.Equals(recommendedBeatmap)));
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}
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/// <summary>
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/// Called when a selection is made to progress away from the song select screen.
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///
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/// This is the default action which should be provided to <see cref="SelectAndRun"/>.
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/// </summary>
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protected abstract void OnStart();
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public override IReadOnlyList<ScreenFooterButton> CreateFooterButtons() => new ScreenFooterButton[]
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{
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new FooterButtonMods(modSelectOverlay)
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{
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Hotkey = GlobalAction.ToggleModSelection,
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Current = Mods,
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RequestDeselectAllMods = () =>
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{
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if (modSelectOverlay.State.Value == Visibility.Visible)
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modSelectOverlay.DeselectAll();
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else
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Mods.Value = Array.Empty<Mod>();
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}
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},
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new FooterButtonRandom
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{
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NextRandom = () =>
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{
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if (!carousel.NextRandom())
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errorSample?.Play();
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},
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PreviousRandom = () =>
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{
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if (!carousel.PreviousRandom())
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errorSample?.Play();
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}
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},
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new FooterButtonOptions
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{
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Hotkey = GlobalAction.ToggleBeatmapOptions,
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}
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};
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protected override void LoadComplete()
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{
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base.LoadComplete();
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modSelectOverlayRegistration = overlayManager?.RegisterBlockingOverlay(modSelectOverlay);
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inputManager = GetContainingInputManager()!;
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filterControl.CriteriaChanged += criteriaChanged;
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modSelectOverlay.State.BindValueChanged(v =>
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{
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if (!this.IsCurrentScreen())
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return;
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if (ShowOsuLogo)
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logo?.FadeTo(v.NewValue == Visibility.Visible ? 0f : 1f, 200, Easing.OutQuint);
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});
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Beatmap.BindValueChanged(_ =>
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{
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if (!this.IsCurrentScreen())
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return;
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ensureGlobalBeatmapValid();
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ensurePlayingSelected();
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updateBackgroundDim();
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updateWedgeVisibility();
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fetchOnlineInfo();
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});
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keySoundPreview.BindValueChanged(e =>
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{
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Logger.Log("[Key sound preview mode] changed to " + e.NewValue);
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ezPreviewManager.EnabledBindable.Value = e.NewValue != 0;
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ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None);
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ensurePlayingSelected();
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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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detailsArea.Height = wedgesContainer.ChildSize.Y - titleWedge.LayoutSize.Y - 4;
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float widescreenBonusWidth = Math.Max(0, DrawWidth / DrawHeight - 2f);
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mainGridContainer.ColumnDimensions = new[]
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{
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new Dimension(GridSizeMode.Relative, 0.5f, maxSize: 700 + widescreenBonusWidth * 100),
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new Dimension(),
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new Dimension(GridSizeMode.Relative, 0.5f, minSize: 500, maxSize: 700 + widescreenBonusWidth * 300),
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};
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if (this.IsCurrentScreen())
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updateDebounce();
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}
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#region Selection debounce
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private BeatmapInfo? debounceQueuedSelection;
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private double debounceElapsedTime;
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private void debounceQueueSelection(BeatmapInfo beatmap)
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{
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debounceQueuedSelection = beatmap;
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debounceElapsedTime = 0;
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}
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private void updateDebounce()
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{
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if (debounceQueuedSelection == null) return;
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double elapsed = Clock.ElapsedFrameTime;
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// When a key is being held, assume the user is traversing the carousel using key repeat.
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// We want to change panels less often in this state (basically making debounce longer than initial key repeat, at least).
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double debounceInterval = inputManager.CurrentState.Keyboard.Keys.HasAnyButtonPressed ? SELECTION_DEBOUNCE * 2 : SELECTION_DEBOUNCE;
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// avoid debounce running early if there's a single long frame.
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if (!DebugUtils.IsNUnitRunning && Clock.FramesPerSecond > 0)
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elapsed = Math.Min(1000 / Clock.FramesPerSecond, elapsed);
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debounceElapsedTime += elapsed;
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if (debounceElapsedTime >= debounceInterval)
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performDebounceSelection();
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}
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private void performDebounceSelection()
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{
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if (debounceQueuedSelection == null) return;
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try
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{
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if (Beatmap.Value.BeatmapInfo.Equals(debounceQueuedSelection))
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return;
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Beatmap.Value = beatmaps.GetWorkingBeatmap(debounceQueuedSelection);
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}
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finally
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{
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cancelDebounceSelection();
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}
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}
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private void cancelDebounceSelection()
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{
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debounceQueuedSelection = null;
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debounceElapsedTime = 0;
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}
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#endregion
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#region Audio
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[Resolved]
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private MusicController music { get; set; } = null!;
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private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
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/// <summary>
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/// Ensures some music is playing for the current track.
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/// Will resume playback from a manual user pause if the track has changed.
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/// </summary>
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private void ensurePlayingSelected()
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{
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if (!ControlGlobalMusic)
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return;
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ITrack track = music.CurrentTrack;
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bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
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if (!track.IsRunning && (music.UserPauseRequested != true || isNewTrack))
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{
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Logger.Log($"Song select decided to {nameof(ensurePlayingSelected)}");
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// Only restart playback if a new track.
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// This is important so that when exiting gameplay, the track is not restarted back to the preview point.
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music.Play(isNewTrack);
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}
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lastTrack.SetTarget(track);
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}
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private bool isHandlingLooping;
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private void beginLooping()
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{
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Debug.Assert(!isHandlingLooping);
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|
|
|
isHandlingLooping = true;
|
|
|
|
ensureTrackLooping(Beatmap.Value, TrackChangeDirection.None);
|
|
|
|
music.TrackChanged += ensureTrackLooping;
|
|
}
|
|
|
|
private void endLooping()
|
|
{
|
|
// may be called multiple times during screen exit process.
|
|
if (!isHandlingLooping)
|
|
return;
|
|
|
|
ezPreviewManager.StopPreview();
|
|
|
|
music.CurrentTrack.Looping = isHandlingLooping = false;
|
|
|
|
music.TrackChanged -= ensureTrackLooping;
|
|
}
|
|
|
|
private void ensureTrackLooping(IWorkingBeatmap beatmap, TrackChangeDirection changeDirection)
|
|
{
|
|
if (!ezPreviewManager.StartPreview(beatmap) && keySoundPreview.Value == 0)
|
|
{
|
|
ezPreviewManager.StopPreview();
|
|
}
|
|
|
|
beatmap.PrepareTrackForPreview(true);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Selection handling
|
|
|
|
/// <summary>
|
|
/// Finalises selection on the given <see cref="BeatmapInfo"/> and runs the provided action if possible.
|
|
/// </summary>
|
|
/// <param name="beatmap">The beatmap which should be selected. If not provided, the current globally selected beatmap will be used.</param>
|
|
/// <param name="startAction">The action to perform if conditions are met to be able to proceed. May not be invoked if in an invalid state.</param>
|
|
public void SelectAndRun(BeatmapInfo beatmap, Action startAction)
|
|
{
|
|
if (!this.IsCurrentScreen())
|
|
return;
|
|
|
|
if (!checkBeatmapValidForSelection(beatmap))
|
|
return;
|
|
|
|
// To ensure sanity, cancel any pending selection as we are about to force a selection.
|
|
// Carousel selection will update to the forced selection via a call of `ensureGlobalBeatmapValid` below, or when song select becomes current again.
|
|
cancelDebounceSelection();
|
|
|
|
// Forced refetch is important here to guarantee correct invalidation across all difficulties (editor specific).
|
|
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, true);
|
|
|
|
if (Beatmap.IsDefault)
|
|
return;
|
|
|
|
startAction();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prepares the proposed beatmap for global selection based on a carousel user-performed action.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Calling this method will:
|
|
/// - Immediately update the selection the carousel.
|
|
/// - After <see cref="SELECTION_DEBOUNCE"/>, update the global beatmap. This in turn causes song select visuals (title, details, leaderboard) to update.
|
|
/// This debounce is intended to avoid high overheads from churning lookups while a user is changing selection via rapid keyboard operations.
|
|
/// </remarks>
|
|
/// <param name="groupedBeatmap">The beatmap to be selected.</param>
|
|
private void queueBeatmapSelection(GroupedBeatmap groupedBeatmap)
|
|
{
|
|
if (!this.IsCurrentScreen())
|
|
return;
|
|
|
|
carousel.CurrentGroupedBeatmap = groupedBeatmap;
|
|
|
|
// Debounce consideration is to avoid beatmap churn on key repeat selection.
|
|
debounceQueueSelection(groupedBeatmap.Beatmap);
|
|
}
|
|
|
|
private bool ensureGlobalBeatmapValid()
|
|
{
|
|
if (!this.IsCurrentScreen())
|
|
return false;
|
|
|
|
performDebounceSelection();
|
|
|
|
// While filtering, let's not ever attempt to change selection.
|
|
// This will be resolved after the filter completes, see `newItemsPresented`.
|
|
if (IsFiltering)
|
|
return false;
|
|
|
|
// Refetch to be confident that the current selection is still valid. It may have been deleted or hidden.
|
|
var currentBeatmap = beatmaps.GetWorkingBeatmap(Beatmap.Value.BeatmapInfo, true);
|
|
bool validSelection = checkBeatmapValidForSelection(currentBeatmap.BeatmapInfo);
|
|
|
|
if (validSelection)
|
|
{
|
|
carousel.CurrentBeatmap = currentBeatmap.BeatmapInfo;
|
|
return true;
|
|
}
|
|
|
|
// If there was no beatmap selected, pick a random one.
|
|
if (Beatmap.IsDefault)
|
|
{
|
|
validSelection = carousel.NextRandom();
|
|
performDebounceSelection();
|
|
return validSelection;
|
|
}
|
|
|
|
// If a previous non-default selection became non-valid, it was likely hidden or deleted.
|
|
if (!validSelection)
|
|
{
|
|
// In the case a difficulty was hidden or removed, prefer selecting another difficulty from the same set.
|
|
var activeSet = currentBeatmap.BeatmapSetInfo;
|
|
|
|
var validBeatmaps = activeSet.Beatmaps.Where(checkBeatmapValidForSelection).ToArray();
|
|
|
|
if (validBeatmaps.Any())
|
|
{
|
|
var beatmap = difficultyRecommender?.GetRecommendedBeatmap(validBeatmaps) ?? validBeatmaps.First();
|
|
carousel.CurrentBeatmap = beatmap;
|
|
debounceQueueSelection(beatmap);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// If all else fails, use the default beatmap.
|
|
Beatmap.SetDefault();
|
|
performDebounceSelection();
|
|
|
|
return validSelection;
|
|
}
|
|
|
|
private bool checkBeatmapValidForSelection(BeatmapInfo beatmap)
|
|
{
|
|
if (!beatmap.AllowGameplayWithRuleset(Ruleset.Value, showConvertedBeatmaps.Value))
|
|
return false;
|
|
|
|
if (beatmap.Hidden)
|
|
return false;
|
|
|
|
if (beatmap.BeatmapSet == null)
|
|
return false;
|
|
|
|
if (beatmap.BeatmapSet.Protected || beatmap.BeatmapSet.DeletePending)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Transitions
|
|
|
|
public override void OnEntering(ScreenTransitionEvent e)
|
|
{
|
|
base.OnEntering(e);
|
|
|
|
this.FadeIn();
|
|
onArrivingAtScreen();
|
|
}
|
|
|
|
public override void OnResuming(ScreenTransitionEvent e)
|
|
{
|
|
base.OnResuming(e);
|
|
|
|
this.FadeIn(fade_duration, Easing.OutQuint);
|
|
onArrivingAtScreen();
|
|
|
|
ensureGlobalBeatmapValid();
|
|
|
|
detailsArea.Refresh();
|
|
|
|
if (ControlGlobalMusic)
|
|
{
|
|
// restart playback on returning to song select, regardless.
|
|
// not sure this should be a permanent thing (we may want to leave a user pause paused even on returning)
|
|
music.ResetTrackAdjustments();
|
|
music.Play(requestedByUser: true);
|
|
}
|
|
}
|
|
|
|
public override void OnSuspending(ScreenTransitionEvent e)
|
|
{
|
|
carousel.VisuallyFocusSelected = true;
|
|
|
|
this.FadeOut(fade_duration, Easing.OutQuint);
|
|
onLeavingScreen();
|
|
|
|
base.OnSuspending(e);
|
|
}
|
|
|
|
public override bool OnExiting(ScreenExitEvent e)
|
|
{
|
|
this.FadeOut(fade_duration, Easing.OutQuint);
|
|
onLeavingScreen();
|
|
|
|
return base.OnExiting(e);
|
|
}
|
|
|
|
private void onArrivingAtScreen()
|
|
{
|
|
modSelectOverlay.Beatmap.BindTo(Beatmap);
|
|
// required due to https://github.com/ppy/osu-framework/issues/3218
|
|
modSelectOverlay.SelectedMods.Disabled = false;
|
|
modSelectOverlay.SelectedMods.BindTo(Mods);
|
|
|
|
carousel.VisuallyFocusSelected = false;
|
|
|
|
updateWedgeVisibility();
|
|
|
|
if (ControlGlobalMusic)
|
|
{
|
|
// Avoid abruptly starting playback at preview point.
|
|
// Importantly, this should be done before looping is setup to ensure we get the correct imminent `IsPlaying` state.
|
|
if (!music.IsPlaying)
|
|
{
|
|
music.DuckMomentarily(0, new DuckParameters
|
|
{
|
|
DuckDuration = 0,
|
|
DuckVolumeTo = 0,
|
|
RestoreDuration = 800,
|
|
RestoreEasing = Easing.OutQuint
|
|
});
|
|
}
|
|
|
|
beginLooping();
|
|
}
|
|
|
|
ensureGlobalBeatmapValid();
|
|
|
|
ensurePlayingSelected();
|
|
updateBackgroundDim();
|
|
fetchOnlineInfo(force: true);
|
|
}
|
|
|
|
private void onLeavingScreen()
|
|
{
|
|
restoreBackground();
|
|
|
|
modSelectOverlay.SelectedMods.UnbindFrom(Mods);
|
|
modSelectOverlay.Beatmap.UnbindFrom(Beatmap);
|
|
|
|
updateWedgeVisibility();
|
|
|
|
endLooping();
|
|
}
|
|
|
|
protected override void LogoArriving(OsuLogo logo, bool resuming)
|
|
{
|
|
base.LogoArriving(logo, resuming);
|
|
|
|
if (!ShowOsuLogo)
|
|
return;
|
|
|
|
if (logo.Alpha > 0.8f && resuming)
|
|
Footer?.StartTrackingLogo(logo, 400, Easing.OutQuint);
|
|
else
|
|
{
|
|
logo.Hide();
|
|
logo.ScaleTo(0.2f);
|
|
Footer?.StartTrackingLogo(logo);
|
|
}
|
|
|
|
logo.FadeIn(240, Easing.OutQuint);
|
|
logo.ScaleTo(logo_scale, 240, Easing.OutQuint);
|
|
|
|
logo.Action = () =>
|
|
{
|
|
ensureGlobalBeatmapValid();
|
|
SelectAndRun(Beatmap.Value.BeatmapInfo, OnStart);
|
|
return false;
|
|
};
|
|
}
|
|
|
|
protected override void LogoSuspending(OsuLogo logo)
|
|
{
|
|
base.LogoSuspending(logo);
|
|
|
|
if (!ShowOsuLogo)
|
|
return;
|
|
|
|
Footer?.StopTrackingLogo();
|
|
}
|
|
|
|
protected override void LogoExiting(OsuLogo logo)
|
|
{
|
|
base.LogoExiting(logo);
|
|
|
|
if (!ShowOsuLogo)
|
|
return;
|
|
|
|
Footer?.StopTrackingLogo();
|
|
|
|
logo.ScaleTo(0.2f, 120, Easing.Out);
|
|
logo.FadeOut(120, Easing.Out);
|
|
}
|
|
|
|
private void updateWedgeVisibility()
|
|
{
|
|
// Ensure we don't show an invalid selection before the carousel has finished initially filtering.
|
|
// This avoids a flicker of a placeholder or invalid beatmap before a proper selection.
|
|
//
|
|
// After the carousel finishes filtering, it will attempt a selection then call this method again.
|
|
if (!CarouselItemsPresented && !checkBeatmapValidForSelection(Beatmap.Value.BeatmapInfo))
|
|
return;
|
|
|
|
if (carousel.VisuallyFocusSelected)
|
|
{
|
|
titleWedge.Hide();
|
|
detailsArea.Hide();
|
|
filterControl.Hide();
|
|
}
|
|
else
|
|
{
|
|
titleWedge.Show();
|
|
detailsArea.Show();
|
|
filterControl.Show();
|
|
}
|
|
}
|
|
|
|
private void updateBackgroundDim() => ApplyToBackground(backgroundModeBeatmap =>
|
|
{
|
|
backgroundModeBeatmap.Beatmap = Beatmap.Value;
|
|
backgroundModeBeatmap.IgnoreUserSettings.Value = true;
|
|
|
|
backgroundModeBeatmap.DimWhenUserSettingsIgnored.Value = 0.1f;
|
|
|
|
// Required to undo results screen dimming the background.
|
|
// Probably needs more thought because this needs to be in every `ApplyToBackground` currently to restore sane defaults.
|
|
backgroundModeBeatmap.FadeColour(Color4.White, 250);
|
|
|
|
bool backgroundRevealActive = revealBackgroundDelegate?.State == ScheduledDelegate.RunState.Running || revealBackgroundDelegate?.State == ScheduledDelegate.RunState.Complete;
|
|
backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value && !backgroundRevealActive ? 20 : 0f;
|
|
});
|
|
|
|
#endregion
|
|
|
|
#region Filtering
|
|
|
|
/// <summary>
|
|
/// Whether the carousel has finished initial presentation of beatmap panels.
|
|
/// </summary>
|
|
public bool CarouselItemsPresented { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Whether the carousel is or will be undergoing a filter operation.
|
|
/// </summary>
|
|
public bool IsFiltering => carousel.IsFiltering || filterDebounce?.State == ScheduledDelegate.RunState.Waiting;
|
|
|
|
private const double filter_delay = 250;
|
|
|
|
private ScheduledDelegate? filterDebounce;
|
|
|
|
private void criteriaChanged(FilterCriteria criteria)
|
|
{
|
|
filterDebounce?.Cancel();
|
|
|
|
// The first filter needs to be applied immediately as this triggers the initial carousel load.
|
|
bool isFirstFilter = filterDebounce == null;
|
|
|
|
// Criteria change may have included a ruleset change which made the current selection invalid.
|
|
bool isSelectionValid = checkBeatmapValidForSelection(Beatmap.Value.BeatmapInfo);
|
|
|
|
filterDebounce = Scheduler.AddDelayed(() => carousel.Filter(criteria, !isSelectionValid), isFirstFilter || !isSelectionValid ? 0 : filter_delay);
|
|
}
|
|
|
|
private void newItemsPresented(IEnumerable<CarouselItem> carouselItems)
|
|
{
|
|
if (carousel.Criteria == null)
|
|
return;
|
|
|
|
CarouselItemsPresented = true;
|
|
|
|
int count = carousel.MatchedBeatmapsCount;
|
|
|
|
updateNoResultsPlaceholder();
|
|
|
|
// Intentionally not localised until we have proper support for this (see https://github.com/ppy/osu-framework/pull/4918
|
|
// but also in this case we want support for formatting a number within a string).
|
|
filterControl.StatusText = count != 1 ? $"{count:#,0} matches" : $"{count:#,0} match";
|
|
|
|
// If there's already a selection update in progress, let's not interrupt it.
|
|
// Interrupting could cause the debounce interval to be reduced.
|
|
//
|
|
// `ensureGlobalBeatmapValid` is run post-selection which will resolve any pending incompatibilities (see `Beatmap` bindable callback).
|
|
if (debounceQueuedSelection == null)
|
|
ensureGlobalBeatmapValid();
|
|
|
|
updateWedgeVisibility();
|
|
}
|
|
|
|
private void updateNoResultsPlaceholder()
|
|
{
|
|
int count = carousel.MatchedBeatmapsCount;
|
|
|
|
if (count == 0)
|
|
{
|
|
if (noResultsPlaceholder.State.Value == Visibility.Hidden)
|
|
{
|
|
// Duck audio temporarily when the no results placeholder becomes visible.
|
|
//
|
|
// Temporary ducking makes it easier to avoid scenarios where the ducking interacts badly
|
|
// with other global UI components (like overlays).
|
|
music.DuckMomentarily(400, new DuckParameters
|
|
{
|
|
DuckVolumeTo = 1,
|
|
DuckCutoffTo = 500,
|
|
DuckDuration = 250,
|
|
RestoreDuration = 2000,
|
|
});
|
|
}
|
|
|
|
noResultsPlaceholder.Show();
|
|
noResultsPlaceholder.Filter = carousel.Criteria!;
|
|
|
|
rightGradientBackground.ResizeWidthTo(3, 1000, Easing.OutPow10);
|
|
}
|
|
else
|
|
{
|
|
noResultsPlaceholder.Hide();
|
|
|
|
rightGradientBackground.ResizeWidthTo(1, 400, Easing.OutPow10);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Background reveal
|
|
|
|
private ScheduledDelegate? revealBackgroundDelegate;
|
|
|
|
public CursorContainer? Cursor => null;
|
|
bool IProvideCursor.ProvidingUserCursor => revealBackgroundDelegate?.Completed == true;
|
|
|
|
protected override bool OnHover(HoverEvent e) => true;
|
|
|
|
protected override bool OnMouseDown(MouseDownEvent e)
|
|
{
|
|
var containingInputManager = GetContainingInputManager();
|
|
|
|
// I don't know why this works, but it does.
|
|
// If the carousel panels are hovered, hovered no longer contains the screen.
|
|
// Maybe there's a better way of doing this, but I couldn't immediately find a good setup.
|
|
bool mouseDownPriority = containingInputManager!.HoveredDrawables.Contains(this);
|
|
|
|
// Touch input synthesises right clicks, which allow absolute scroll of the carousel.
|
|
// For simplicity, disable this functionality on mobile.
|
|
bool isTouchInput = e.CurrentState.Mouse.LastSource is ISourcedFromTouch;
|
|
|
|
if (!carousel.AbsoluteScrolling && !isTouchInput && mouseDownPriority && revealBackgroundDelegate == null)
|
|
{
|
|
revealBackgroundDelegate = Scheduler.AddDelayed(() =>
|
|
{
|
|
if (containingInputManager.DraggedDrawable != null)
|
|
{
|
|
revealBackgroundDelegate = null;
|
|
return;
|
|
}
|
|
|
|
mainContent.ResizeWidthTo(1.2f, 600, Easing.OutQuint);
|
|
mainContent.ScaleTo(1.2f, 600, Easing.OutQuint);
|
|
mainContent.FadeOut(200, Easing.OutQuint);
|
|
|
|
skinnableContent.ResizeWidthTo(1.2f, 600, Easing.OutQuint);
|
|
skinnableContent.ScaleTo(1.2f, 600, Easing.OutQuint);
|
|
skinnableContent.FadeOut(200, Easing.OutQuint);
|
|
|
|
updateBackgroundDim();
|
|
|
|
Footer?.Hide();
|
|
}, 200);
|
|
}
|
|
|
|
return base.OnMouseDown(e);
|
|
}
|
|
|
|
protected override void OnMouseUp(MouseUpEvent e)
|
|
{
|
|
restoreBackground();
|
|
base.OnMouseUp(e);
|
|
}
|
|
|
|
private void restoreBackground()
|
|
{
|
|
if (revealBackgroundDelegate == null)
|
|
return;
|
|
|
|
if (revealBackgroundDelegate.State == ScheduledDelegate.RunState.Complete)
|
|
{
|
|
mainContent.ResizeWidthTo(1f, 500, Easing.OutQuint);
|
|
mainContent.ScaleTo(1, 500, Easing.OutQuint);
|
|
mainContent.FadeIn(500, Easing.OutQuint);
|
|
|
|
skinnableContent.ResizeWidthTo(1f, 500, Easing.OutQuint);
|
|
skinnableContent.ScaleTo(1, 500, Easing.OutQuint);
|
|
skinnableContent.FadeIn(500, Easing.OutQuint);
|
|
|
|
Footer?.Show();
|
|
}
|
|
|
|
revealBackgroundDelegate.Cancel();
|
|
revealBackgroundDelegate = null;
|
|
|
|
updateBackgroundDim();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Input
|
|
|
|
public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
if (!this.IsCurrentScreen()) return false;
|
|
|
|
if (game == null)
|
|
return false;
|
|
|
|
var flattenedMods = ModUtils.FlattenMods(game.AvailableMods.Value.SelectMany(kv => kv.Value));
|
|
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.Select:
|
|
// in most circumstances this is handled already by the carousel itself, but there are cases where it will not be.
|
|
// one of which is filtering out all visible beatmaps and attempting to start gameplay.
|
|
// in that case, users still expect a `Select` press to advance to gameplay anyway, using the ambient selected beatmap if there is one,
|
|
// which matches the behaviour resulting from clicking the osu! cookie in that scenario.
|
|
ensureGlobalBeatmapValid();
|
|
SelectAndRun(Beatmap.Value.BeatmapInfo, OnStart);
|
|
return true;
|
|
|
|
case GlobalAction.IncreaseModSpeed:
|
|
return modSpeedHotkeyHandler.ChangeSpeed(0.05, flattenedMods);
|
|
|
|
case GlobalAction.DecreaseModSpeed:
|
|
return modSpeedHotkeyHandler.ChangeSpeed(-0.05, flattenedMods);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
protected override bool OnKeyDown(KeyDownEvent e)
|
|
{
|
|
if (e.Repeat) return false;
|
|
|
|
switch (e.Key)
|
|
{
|
|
case Key.Delete:
|
|
if (e.ShiftPressed)
|
|
{
|
|
if (!Beatmap.IsDefault)
|
|
Delete(Beatmap.Value.BeatmapSetInfo);
|
|
return true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
return base.OnKeyDown(e);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Online lookups
|
|
|
|
public enum BeatmapSetLookupStatus
|
|
{
|
|
InProgress,
|
|
Completed,
|
|
}
|
|
|
|
public class BeatmapSetLookupResult
|
|
{
|
|
public BeatmapSetLookupStatus Status { get; }
|
|
public APIBeatmapSet? Result { get; }
|
|
|
|
private BeatmapSetLookupResult(BeatmapSetLookupStatus status, APIBeatmapSet? result)
|
|
{
|
|
Status = status;
|
|
Result = result;
|
|
}
|
|
|
|
public static BeatmapSetLookupResult InProgress() => new BeatmapSetLookupResult(BeatmapSetLookupStatus.InProgress, null);
|
|
public static BeatmapSetLookupResult Completed(APIBeatmapSet? beatmapSet) => new BeatmapSetLookupResult(BeatmapSetLookupStatus.Completed, beatmapSet);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Result of the latest online beatmap set lookup.
|
|
/// Note that this being <see langword="null"/> or <see cref="BeatmapSetLookupResult.InProgress"/> is different from
|
|
/// being a <see cref="BeatmapSetLookupResult.Completed"/> with a <see cref="BeatmapSetLookupResult.Result"/> of null.
|
|
/// The former indicates a lookup never occurring or being in progress, while the latter indicates a completed lookup with no result.
|
|
/// </summary>
|
|
[Cached(typeof(IBindable<BeatmapSetLookupResult?>))]
|
|
private readonly Bindable<BeatmapSetLookupResult?> lastLookupResult = new Bindable<BeatmapSetLookupResult?>();
|
|
|
|
private CancellationTokenSource? onlineLookupCancellation;
|
|
private Task<APIBeatmapSet?>? currentOnlineLookup;
|
|
|
|
private void fetchOnlineInfo(bool force = false)
|
|
{
|
|
var beatmapSetInfo = Beatmap.Value.BeatmapSetInfo;
|
|
|
|
if (lastLookupResult.Value?.Result?.OnlineID == beatmapSetInfo.OnlineID && !force)
|
|
return;
|
|
|
|
onlineLookupCancellation?.Cancel();
|
|
onlineLookupCancellation = null;
|
|
|
|
if (beatmapSetInfo.OnlineID < 0)
|
|
{
|
|
lastLookupResult.Value = BeatmapSetLookupResult.Completed(null);
|
|
return;
|
|
}
|
|
|
|
lastLookupResult.Value = BeatmapSetLookupResult.InProgress();
|
|
onlineLookupCancellation = new CancellationTokenSource();
|
|
currentOnlineLookup = onlineLookupSource.GetBeatmapSetAsync(beatmapSetInfo.OnlineID, onlineLookupCancellation.Token);
|
|
currentOnlineLookup.ContinueWith(t =>
|
|
{
|
|
if (t.IsCompletedSuccessfully)
|
|
Schedule(() => lastLookupResult.Value = BeatmapSetLookupResult.Completed(t.GetResultSafely()));
|
|
|
|
if (t.Exception != null)
|
|
{
|
|
Logger.Log($"Error when fetching online beatmap set: {t.Exception}", LoggingTarget.Network);
|
|
Schedule(() => lastLookupResult.Value = BeatmapSetLookupResult.Completed(null));
|
|
}
|
|
});
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Implementation of ISongSelect
|
|
|
|
void ISongSelect.Search(string query) => filterControl.Search(query);
|
|
|
|
void ISongSelect.PresentScore(ScoreInfo score)
|
|
{
|
|
Debug.Assert(Beatmap.Value.BeatmapInfo.Equals(score.BeatmapInfo));
|
|
Debug.Assert(Ruleset.Value.Equals(score.Ruleset));
|
|
|
|
this.Push(new SoloResultsScreen(score));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region IHandlePresentBeatmap
|
|
|
|
void IHandlePresentBeatmap.PresentBeatmap(WorkingBeatmap workingBeatmap, RulesetInfo ruleset)
|
|
{
|
|
cancelDebounceSelection();
|
|
|
|
var beatmapInfo = workingBeatmap.BeatmapInfo;
|
|
|
|
// Don't change the local ruleset if the user is on another ruleset and is showing converted beatmaps.
|
|
// Eventually we probably want to check whether conversion is actually possible for the current ruleset.
|
|
bool requiresRulesetSwitch = !beatmapInfo.Ruleset.Equals(Ruleset.Value)
|
|
&& (beatmapInfo.Ruleset.OnlineID > 0 || !showConvertedBeatmaps.Value);
|
|
|
|
if (requiresRulesetSwitch)
|
|
{
|
|
Ruleset.Value = beatmapInfo.Ruleset;
|
|
Beatmap.Value = workingBeatmap;
|
|
|
|
Logger.Log($"Completing {nameof(IHandlePresentBeatmap.PresentBeatmap)} with beatmap {workingBeatmap} ruleset {beatmapInfo.Ruleset}");
|
|
}
|
|
else
|
|
{
|
|
Beatmap.Value = workingBeatmap;
|
|
|
|
Logger.Log($"Completing {nameof(IHandlePresentBeatmap.PresentBeatmap)} with beatmap {workingBeatmap} (maintaining ruleset)");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Beatmap management
|
|
|
|
[Resolved]
|
|
private ManageCollectionsDialog? manageCollectionsDialog { get; set; }
|
|
|
|
[Resolved]
|
|
private RealmAccess realm { get; set; } = null!;
|
|
|
|
public virtual IEnumerable<OsuMenuItem> GetForwardActions(BeatmapInfo beatmap)
|
|
{
|
|
yield return new OsuMenuItem(GlobalActionKeyBindingStrings.Select, MenuItemType.Highlighted, () => SelectAndRun(beatmap, OnStart))
|
|
{
|
|
Icon = FontAwesome.Solid.Check
|
|
};
|
|
|
|
yield return new OsuMenuItemSpacer();
|
|
|
|
if (beatmap.OnlineID > 0)
|
|
{
|
|
yield return new OsuMenuItem(CommonStrings.Details, MenuItemType.Standard, () => beatmapOverlay?.FetchAndShowBeatmap(beatmap.OnlineID));
|
|
|
|
if (beatmap.GetOnlineURL(api, Ruleset.Value) is string url)
|
|
yield return new OsuMenuItem(CommonStrings.CopyLink, MenuItemType.Standard, () => (game as OsuGame)?.CopyToClipboard(url));
|
|
}
|
|
|
|
yield return new OsuMenuItemSpacer();
|
|
|
|
foreach (var i in CreateCollectionMenuActions(beatmap))
|
|
yield return i;
|
|
}
|
|
|
|
protected IEnumerable<OsuMenuItem> CreateCollectionMenuActions(BeatmapInfo beatmap)
|
|
{
|
|
var collectionItems = realm.Realm.All<BeatmapCollection>()
|
|
.OrderBy(c => c.Name)
|
|
.AsEnumerable()
|
|
.Select(c => new CollectionToggleMenuItem(c.ToLive(realm), beatmap)).Cast<OsuMenuItem>().ToList();
|
|
|
|
collectionItems.Add(new OsuMenuItem(CommonStrings.Manage, MenuItemType.Standard, () => manageCollectionsDialog?.Show()));
|
|
|
|
yield return new OsuMenuItem(CommonStrings.Collections) { Items = collectionItems };
|
|
}
|
|
|
|
public void ManageCollections() => collectionsDialog?.Show();
|
|
|
|
public void Delete(BeatmapSetInfo beatmapSet) => dialogOverlay?.Push(new BeatmapDeleteDialog(beatmapSet));
|
|
|
|
public void RestoreAllHidden(BeatmapSetInfo beatmapSet)
|
|
{
|
|
foreach (var b in beatmapSet.Beatmaps)
|
|
beatmaps.Restore(b);
|
|
}
|
|
|
|
private GroupedBeatmap? beforeScopedSelection;
|
|
|
|
private readonly Bindable<BeatmapSetInfo?> scopedBeatmapSet = new Bindable<BeatmapSetInfo?>();
|
|
public IBindable<BeatmapSetInfo?> ScopedBeatmapSet => scopedBeatmapSet;
|
|
|
|
public void ScopeToBeatmapSet(BeatmapSetInfo beatmapSet)
|
|
{
|
|
beforeScopedSelection = carousel.CurrentGroupedBeatmap;
|
|
|
|
scopedBeatmapSet.Value = beatmapSet;
|
|
}
|
|
|
|
public void UnscopeBeatmapSet()
|
|
{
|
|
if (scopedBeatmapSet.Value == null)
|
|
return;
|
|
|
|
if (beforeScopedSelection != null)
|
|
queueBeatmapSelection(beforeScopedSelection);
|
|
|
|
scopedBeatmapSet.Value = null;
|
|
beforeScopedSelection = null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
modSelectOverlayRegistration?.Dispose();
|
|
}
|
|
}
|
|
}
|