2017-02-08 01:26:17 +08:00
|
|
|
|
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
|
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
|
|
2017-04-07 14:20:39 +08:00
|
|
|
|
using System;
|
2017-02-10 07:08:23 +08:00
|
|
|
|
using System.Collections.Generic;
|
2017-04-07 14:20:39 +08:00
|
|
|
|
using System.Linq;
|
|
|
|
|
using osu.Framework;
|
|
|
|
|
using osu.Framework.Allocation;
|
|
|
|
|
using osu.Framework.Extensions.Color4Extensions;
|
2017-03-02 19:20:27 +08:00
|
|
|
|
using osu.Framework.Graphics;
|
2017-04-07 14:20:39 +08:00
|
|
|
|
using osu.Framework.Graphics.Containers;
|
|
|
|
|
using osu.Framework.Graphics.Primitives;
|
|
|
|
|
using osu.Framework.Graphics.Sprites;
|
2017-03-22 20:27:04 +08:00
|
|
|
|
using osu.Framework.MathUtils;
|
2017-04-07 08:40:35 +08:00
|
|
|
|
using osu.Framework.Testing;
|
2017-04-07 14:20:39 +08:00
|
|
|
|
using osu.Game.Graphics;
|
|
|
|
|
using osu.Game.Overlays;
|
|
|
|
|
using OpenTK;
|
|
|
|
|
using OpenTK.Graphics;
|
2017-02-07 13:49:41 +08:00
|
|
|
|
|
2017-03-02 19:20:27 +08:00
|
|
|
|
namespace osu.Desktop.VisualTests.Tests
|
2017-02-07 13:49:41 +08:00
|
|
|
|
{
|
2017-03-22 19:50:17 +08:00
|
|
|
|
internal class TestCaseSongProgress : TestCase
|
2017-02-07 13:49:41 +08:00
|
|
|
|
{
|
2017-03-24 10:38:23 +08:00
|
|
|
|
public override string Description => @"With fake data";
|
2017-02-07 13:49:41 +08:00
|
|
|
|
|
2017-02-10 07:08:23 +08:00
|
|
|
|
private SongProgress progress;
|
|
|
|
|
|
2017-02-07 13:49:41 +08:00
|
|
|
|
public override void Reset()
|
|
|
|
|
{
|
|
|
|
|
base.Reset();
|
|
|
|
|
|
2017-02-10 07:08:23 +08:00
|
|
|
|
Add(progress = new SongProgress
|
2017-02-04 03:22:02 +08:00
|
|
|
|
{
|
2017-03-23 17:20:00 +08:00
|
|
|
|
Anchor = Anchor.BottomLeft,
|
|
|
|
|
Origin = Anchor.BottomLeft,
|
2017-03-23 18:15:53 +08:00
|
|
|
|
RelativeSizeAxes = Axes.X,
|
2017-02-07 13:49:41 +08:00
|
|
|
|
});
|
2017-02-10 07:08:23 +08:00
|
|
|
|
|
2017-04-07 14:20:39 +08:00
|
|
|
|
AddStep("Toggle Bar", progress.ToggleBar);
|
|
|
|
|
AddWaitStep(5);
|
|
|
|
|
//AddStep("Toggle Bar", progress.ToggleVisibility);
|
|
|
|
|
//AddStep("New Values", displayNewValues);
|
2017-02-10 08:12:15 +08:00
|
|
|
|
|
|
|
|
|
displayNewValues();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void displayNewValues()
|
|
|
|
|
{
|
2017-02-10 07:08:23 +08:00
|
|
|
|
List<int> newValues = new List<int>();
|
|
|
|
|
for (int i = 0; i < 1000; i++)
|
|
|
|
|
{
|
2017-03-23 19:13:03 +08:00
|
|
|
|
newValues.Add(RNG.Next(0, 6));
|
2017-02-10 07:08:23 +08:00
|
|
|
|
}
|
|
|
|
|
|
2017-03-23 18:15:53 +08:00
|
|
|
|
progress.Values = newValues.ToArray();
|
2017-04-07 14:20:39 +08:00
|
|
|
|
progress.Progress = RNG.NextDouble();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class SongProgress : OverlayContainer
|
|
|
|
|
{
|
|
|
|
|
private const int progress_height = 5;
|
|
|
|
|
|
|
|
|
|
private static readonly Vector2 handle_size = new Vector2(14, 25);
|
|
|
|
|
|
|
|
|
|
private const float transition_duration = 200;
|
|
|
|
|
|
|
|
|
|
private readonly SongProgressBar bar;
|
|
|
|
|
private readonly SongProgressGraph graph;
|
|
|
|
|
|
|
|
|
|
public Action<double> OnSeek;
|
|
|
|
|
|
|
|
|
|
private double progress;
|
|
|
|
|
public double Progress
|
|
|
|
|
{
|
|
|
|
|
get { return progress; }
|
|
|
|
|
set
|
|
|
|
|
{
|
|
|
|
|
progress = value;
|
|
|
|
|
updateProgress();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public int[] Values
|
|
|
|
|
{
|
|
|
|
|
get { return graph.Values; }
|
|
|
|
|
set { graph.Values = value; }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[BackgroundDependencyLoader]
|
|
|
|
|
private void load(OsuColour colours)
|
|
|
|
|
{
|
|
|
|
|
graph.FillColour = bar.FillColour = colours.BlueLighter;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public SongProgress()
|
|
|
|
|
{
|
|
|
|
|
RelativeSizeAxes = Axes.X;
|
|
|
|
|
Height = progress_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
|
|
|
|
|
|
|
|
|
|
Children = new Drawable[]
|
|
|
|
|
{
|
|
|
|
|
graph = new SongProgressGraph
|
|
|
|
|
{
|
|
|
|
|
RelativeSizeAxes = Axes.X,
|
|
|
|
|
Origin = Anchor.BottomLeft,
|
|
|
|
|
Anchor = Anchor.BottomLeft,
|
|
|
|
|
Height = SongProgressGraph.Column.HEIGHT,
|
|
|
|
|
Margin = new MarginPadding { Bottom = progress_height },
|
|
|
|
|
},
|
|
|
|
|
bar = new SongProgressBar(progress_height, SongProgressGraph.Column.HEIGHT, handle_size)
|
|
|
|
|
{
|
|
|
|
|
Origin = Anchor.BottomLeft,
|
|
|
|
|
Anchor = Anchor.BottomLeft,
|
|
|
|
|
Alpha = 0,
|
|
|
|
|
SeekRequested = delegate (float position)
|
|
|
|
|
{
|
|
|
|
|
OnSeek?.Invoke(position);
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void updateProgress()
|
|
|
|
|
{
|
|
|
|
|
bar.UpdatePosition((float)progress);
|
|
|
|
|
graph.Progress = (int)(graph.ColumnCount * progress);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool barVisible;
|
|
|
|
|
|
|
|
|
|
public void ToggleBar()
|
|
|
|
|
{
|
|
|
|
|
barVisible = !barVisible;
|
|
|
|
|
|
|
|
|
|
updateBarVisibility();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void updateBarVisibility()
|
|
|
|
|
{
|
|
|
|
|
bar.FadeTo(barVisible ? 1 : 0, transition_duration, EasingTypes.In);
|
|
|
|
|
MoveTo(new Vector2(0, barVisible ? 0 : progress_height), transition_duration, EasingTypes.In);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected override void PopIn()
|
|
|
|
|
{
|
|
|
|
|
updateBarVisibility();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected override void PopOut()
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected override void Update()
|
|
|
|
|
{
|
|
|
|
|
base.Update();
|
|
|
|
|
|
|
|
|
|
updateProgress();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class SongProgressGraph : BufferedContainer
|
|
|
|
|
{
|
|
|
|
|
private Game.Screens.Play.SongProgressGraph.Column[] columns = { };
|
|
|
|
|
|
|
|
|
|
public int ColumnCount => columns.Length;
|
|
|
|
|
|
|
|
|
|
public override bool HandleInput => false;
|
|
|
|
|
|
|
|
|
|
private int progress;
|
|
|
|
|
public int Progress
|
|
|
|
|
{
|
|
|
|
|
get { return progress; }
|
|
|
|
|
set
|
|
|
|
|
{
|
|
|
|
|
if (value == progress) return;
|
|
|
|
|
progress = value;
|
|
|
|
|
|
|
|
|
|
redrawProgress();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
|
|
|
|
|
private int[] values;
|
|
|
|
|
public int[] Values
|
|
|
|
|
{
|
|
|
|
|
get { return values; }
|
|
|
|
|
set
|
|
|
|
|
{
|
|
|
|
|
if (value == values) return;
|
|
|
|
|
values = value;
|
|
|
|
|
recreateGraph();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private Color4 fillColour;
|
|
|
|
|
public Color4 FillColour
|
|
|
|
|
{
|
|
|
|
|
get { return fillColour; }
|
|
|
|
|
set
|
|
|
|
|
{
|
|
|
|
|
if (value == fillColour) return;
|
|
|
|
|
fillColour = value;
|
|
|
|
|
|
|
|
|
|
redrawFilled();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public SongProgressGraph()
|
|
|
|
|
{
|
|
|
|
|
CacheDrawnFrameBuffer = true;
|
|
|
|
|
PixelSnapping = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private float lastDrawWidth;
|
|
|
|
|
protected override void Update()
|
|
|
|
|
{
|
|
|
|
|
base.Update();
|
|
|
|
|
|
|
|
|
|
// todo: Recreating in update is probably not the best idea
|
|
|
|
|
if (DrawWidth == lastDrawWidth) return;
|
|
|
|
|
recreateGraph();
|
|
|
|
|
lastDrawWidth = DrawWidth;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Redraws all the columns to match their lit/dimmed state.
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void redrawProgress()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < columns.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
columns[i].State = i <= progress ? Game.Screens.Play.SongProgressGraph.ColumnState.Lit : Game.Screens.Play.SongProgressGraph.ColumnState.Dimmed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ForceRedraw();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Redraws the filled amount of all the columns.
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void redrawFilled()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < ColumnCount; i++)
|
|
|
|
|
{
|
|
|
|
|
columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void recalculateValues()
|
|
|
|
|
{
|
|
|
|
|
var newValues = new List<int>();
|
|
|
|
|
|
|
|
|
|
if (values == null)
|
|
|
|
|
{
|
|
|
|
|
for (float i = 0; i < ColumnCount; i++)
|
|
|
|
|
newValues.Add(0);
|
|
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float step = values.Length / (float)ColumnCount;
|
|
|
|
|
for (float i = 0; i < values.Length; i += step)
|
|
|
|
|
{
|
|
|
|
|
newValues.Add(values[(int)i]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
calculatedValues = newValues.ToArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Recreates the entire graph.
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void recreateGraph()
|
|
|
|
|
{
|
|
|
|
|
var newColumns = new List<Game.Screens.Play.SongProgressGraph.Column>();
|
|
|
|
|
|
|
|
|
|
for (float x = 0; x < DrawWidth; x += Game.Screens.Play.SongProgressGraph.Column.WIDTH)
|
|
|
|
|
{
|
|
|
|
|
newColumns.Add(new Game.Screens.Play.SongProgressGraph.Column(fillColour)
|
|
|
|
|
{
|
|
|
|
|
Anchor = Anchor.BottomLeft,
|
|
|
|
|
Origin = Anchor.BottomLeft,
|
|
|
|
|
Position = new Vector2(x, 0),
|
|
|
|
|
State = Game.Screens.Play.SongProgressGraph.ColumnState.Dimmed,
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
columns = newColumns.ToArray();
|
|
|
|
|
Children = columns;
|
|
|
|
|
|
|
|
|
|
recalculateValues();
|
|
|
|
|
redrawFilled();
|
|
|
|
|
redrawProgress();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class Column : Container, IStateful<Game.Screens.Play.SongProgressGraph.ColumnState>
|
|
|
|
|
{
|
|
|
|
|
private readonly Color4 emptyColour = Color4.White.Opacity(100);
|
|
|
|
|
private readonly Color4 litColour;
|
|
|
|
|
private readonly Color4 dimmedColour = Color4.White.Opacity(175);
|
|
|
|
|
|
|
|
|
|
private const float cube_count = 6;
|
|
|
|
|
private const float cube_size = 4;
|
|
|
|
|
private const float padding = 2;
|
|
|
|
|
public const float WIDTH = cube_size + padding;
|
|
|
|
|
public const float HEIGHT = cube_count * WIDTH + padding;
|
|
|
|
|
|
|
|
|
|
private readonly List<Box> drawableRows = new List<Box>();
|
|
|
|
|
|
|
|
|
|
private int filled;
|
|
|
|
|
public int Filled
|
|
|
|
|
{
|
|
|
|
|
get { return filled; }
|
|
|
|
|
set
|
|
|
|
|
{
|
|
|
|
|
if (value == filled) return;
|
|
|
|
|
filled = value;
|
|
|
|
|
|
|
|
|
|
fillActive();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private Game.Screens.Play.SongProgressGraph.ColumnState state;
|
|
|
|
|
public Game.Screens.Play.SongProgressGraph.ColumnState State
|
|
|
|
|
{
|
|
|
|
|
get { return state; }
|
|
|
|
|
set
|
|
|
|
|
{
|
|
|
|
|
if (value == state) return;
|
|
|
|
|
state = value;
|
|
|
|
|
|
|
|
|
|
fillActive();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public Column(Color4 litColour)
|
|
|
|
|
{
|
|
|
|
|
Size = new Vector2(WIDTH, HEIGHT);
|
|
|
|
|
this.litColour = litColour;
|
|
|
|
|
|
|
|
|
|
for (int r = 0; r < cube_count; r++)
|
|
|
|
|
{
|
|
|
|
|
drawableRows.Add(new Box
|
|
|
|
|
{
|
|
|
|
|
EdgeSmoothness = new Vector2(padding / 4),
|
|
|
|
|
Size = new Vector2(cube_size),
|
|
|
|
|
Position = new Vector2(0, r * WIDTH + padding),
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Children = drawableRows;
|
|
|
|
|
|
|
|
|
|
// Reverse drawableRows so when iterating through them they start at the bottom
|
|
|
|
|
drawableRows.Reverse();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void fillActive()
|
|
|
|
|
{
|
|
|
|
|
Color4 colour = State == Game.Screens.Play.SongProgressGraph.ColumnState.Lit ? litColour : dimmedColour;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < drawableRows.Count; i++)
|
|
|
|
|
{
|
|
|
|
|
if (Filled == 0) // i <= Filled doesn't work for zero fill
|
|
|
|
|
drawableRows[i].Colour = emptyColour;
|
|
|
|
|
else
|
|
|
|
|
drawableRows[i].Colour = i <= Filled ? colour : emptyColour;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public enum ColumnState
|
|
|
|
|
{
|
|
|
|
|
Lit,
|
|
|
|
|
Dimmed
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public class SongProgressBar : DragBar
|
|
|
|
|
{
|
|
|
|
|
public Color4 FillColour
|
|
|
|
|
{
|
|
|
|
|
get { return FillContainer.Colour; }
|
|
|
|
|
set { FillContainer.Colour = value; }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public SongProgressBar(float barHeight, float handleBarHeight, Vector2 handleSize)
|
|
|
|
|
{
|
|
|
|
|
Height = barHeight + handleBarHeight + handleSize.Y;
|
|
|
|
|
FillContainer.RelativeSizeAxes = Axes.X;
|
|
|
|
|
FillContainer.Height = barHeight;
|
|
|
|
|
|
|
|
|
|
Add(new Box
|
|
|
|
|
{
|
|
|
|
|
Anchor = Anchor.BottomLeft,
|
|
|
|
|
Origin = Anchor.BottomLeft,
|
|
|
|
|
RelativeSizeAxes = Axes.X,
|
|
|
|
|
Height = barHeight,
|
|
|
|
|
Colour = Color4.Black,
|
|
|
|
|
Alpha = 0.5f,
|
|
|
|
|
Depth = 1
|
|
|
|
|
});
|
|
|
|
|
FillContainer.Add(new Container
|
|
|
|
|
{
|
|
|
|
|
Origin = Anchor.BottomRight,
|
|
|
|
|
Anchor = Anchor.BottomRight,
|
|
|
|
|
Width = 2,
|
|
|
|
|
Height = barHeight + handleBarHeight,
|
|
|
|
|
Colour = Color4.White,
|
|
|
|
|
Position = new Vector2(2, 0),
|
|
|
|
|
Children = new Drawable[]
|
|
|
|
|
{
|
|
|
|
|
new Box
|
|
|
|
|
{
|
|
|
|
|
RelativeSizeAxes = Axes.Both,
|
|
|
|
|
},
|
|
|
|
|
new Container
|
|
|
|
|
{
|
|
|
|
|
Origin = Anchor.BottomCentre,
|
|
|
|
|
Anchor = Anchor.TopCentre,
|
|
|
|
|
Size = handleSize,
|
|
|
|
|
CornerRadius = 5,
|
|
|
|
|
Masking = true,
|
|
|
|
|
Children = new Drawable[]
|
|
|
|
|
{
|
|
|
|
|
new Box
|
|
|
|
|
{
|
|
|
|
|
RelativeSizeAxes = Axes.Both,
|
|
|
|
|
Colour = Color4.White
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
2017-02-07 13:49:41 +08:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|