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osu-lazer/osu.Game/Graphics/UserInterface/StarCounter.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using osuTK;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
using System;
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using System.Linq;
using osu.Framework.Graphics.Sprites;
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namespace osu.Game.Graphics.UserInterface
{
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public partial class StarCounter : Container
{
private readonly FillFlowContainer<Star> stars;
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/// <summary>
/// Maximum amount of stars displayed.
/// </summary>
/// <remarks>
/// This does not limit the counter value, but the amount of stars displayed.
/// </remarks>
public int StarCount { get; }
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/// <summary>
/// The added delay for each subsequent star to be animated.
/// </summary>
protected virtual double AnimationDelay => 80;
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private const float star_spacing = 4;
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public virtual FillDirection Direction
{
set => stars.Direction = value;
}
private float current;
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/// <summary>
/// Amount of stars represented.
/// </summary>
public float Current
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{
get => current;
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set
{
if (current == value) return;
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if (IsLoaded)
animate(value);
current = value;
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}
}
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/// <summary>
/// Shows a float count as stars. Used as star difficulty display.
/// </summary>
/// <param name="starCount">Maximum amount of stars to display.</param>
public StarCounter(int starCount = 10)
{
StarCount = Math.Max(starCount, 0);
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AutoSizeAxes = Axes.Both;
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Children = new Drawable[]
{
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stars = new FillFlowContainer<Star>
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{
AutoSizeAxes = Axes.Both,
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Spacing = new Vector2(star_spacing),
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ChildrenEnumerable = Enumerable.Range(0, StarCount).Select(_ => CreateStar())
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}
};
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}
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public virtual Star CreateStar() => new DefaultStar();
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protected override void LoadComplete()
{
base.LoadComplete();
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// Animate initial state from zero.
ReplayAnimation();
}
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public void ResetCount()
{
current = 0;
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StopAnimation();
}
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public void ReplayAnimation()
{
float t = current;
ResetCount();
Current = t;
}
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public void StopAnimation()
{
animate(current);
foreach (var star in stars)
star.FinishTransforms(true);
}
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private float getStarScale(int i, float value) => i + 1 <= value ? 1.0f : Interpolation.ValueAt(value, 0, 1.0f, i, i + 1);
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private void animate(float newValue)
{
for (int i = 0; i < stars.Children.Count; i++)
{
var star = stars.Children[i];
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star.ClearTransforms(true);
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double delay = Math.Max(current <= newValue ? i - current : Math.Min(current, StarCount) - 1 - i, 0) * AnimationDelay;
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using (star.BeginDelayedSequence(delay))
star.DisplayAt(getStarScale(i, newValue));
}
}
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public partial class DefaultStar : Star
{
private const double scaling_duration = 1000;
private const double fading_duration = 100;
private const Easing scaling_easing = Easing.OutElasticHalf;
private const float min_star_scale = 0.4f;
private const float star_size = 20;
public readonly SpriteIcon Icon;
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public DefaultStar()
{
Size = new Vector2(star_size);
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InternalChild = Icon = new SpriteIcon
{
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Size = new Vector2(star_size),
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Icon = FontAwesome.Solid.Star,
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Anchor = Anchor.Centre,
Origin = Anchor.Centre,
};
}
public override void DisplayAt(float scale)
{
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scale = (float)Interpolation.Lerp(min_star_scale, 1, Math.Clamp(scale, 0, 1));
this.FadeTo(scale, fading_duration);
Icon.ScaleTo(scale, scaling_duration, scaling_easing);
}
}
public abstract partial class Star : CompositeDrawable
{
public abstract void DisplayAt(float scale);
}
}
}