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osu-lazer/osu.Game/Graphics/UserInterface/BarGraph.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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#nullable disable
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using osuTK;
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using osu.Framework.Graphics;
using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Textures;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Utils;
using System;
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namespace osu.Game.Graphics.UserInterface
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{
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public class BarGraph : Drawable
{
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private const int resize_duration = 250;
private const Easing easing = Easing.InOutCubic;
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/// <summary>
/// Manually sets the max value, if null <see cref="Enumerable.Max(IEnumerable{float})"/> is instead used
/// </summary>
public float? MaxValue { get; set; }
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private BarDirection direction = BarDirection.BottomToTop;
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public BarDirection Direction
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{
get => direction;
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set
{
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if (direction == value)
return;
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direction = value;
Invalidate(Invalidation.DrawNode);
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}
}
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private readonly List<BarStruct> bars = new List<BarStruct>();
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/// <summary>
/// A list of floats that defines the length of each <see cref="Bar"/>
/// </summary>
public IEnumerable<float> Values
{
set
{
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if (!value.Any())
{
bars.Clear();
Invalidate(Invalidation.DrawNode);
return;
}
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int newCount = value.Count();
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float size = 1.0f / newCount;
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float maxLength = MaxValue ?? value.Max();
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foreach (var bar in value.Select((length, index) => new { Value = length, Index = index }))
{
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float length = maxLength == 0 ? 0 : Math.Max(0f, bar.Value / maxLength);
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if (bar.Index < bars.Count)
{
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BarStruct b = bars[bar.Index];
b.OldValue = b.Value;
b.Value = length;
b.ShortSide = size;
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bars[bar.Index] = b;
}
else
{
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bars.Add(new BarStruct
{
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Value = length,
ShortSide = size
});
}
}
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if (bars.Count > newCount)
bars.RemoveRange(newCount, bars.Count - newCount);
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animationStartTime = Clock.CurrentTime;
animationComplete = false;
}
}
private double animationStartTime;
private bool animationComplete;
private IShader shader = null!;
private Texture texture = null!;
[BackgroundDependencyLoader]
private void load(IRenderer renderer, ShaderManager shaders)
{
texture = renderer.WhitePixel;
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
}
protected override void Update()
{
base.Update();
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if (!bars.Any())
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return;
double currentTime = Clock.CurrentTime;
if (currentTime < animationStartTime + resize_duration)
{
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for (int i = 0; i < bars.Count; i++)
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{
BarStruct bar = bars[i];
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bar.IntermediateValue = Interpolation.ValueAt(currentTime, bar.OldValue, bar.Value, animationStartTime, animationStartTime + resize_duration, easing);
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bars[i] = bar;
}
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Invalidate(Invalidation.DrawNode);
}
else if (!animationComplete)
{
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for (int i = 0; i < bars.Count; i++)
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{
BarStruct bar = bars[i];
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bar.IntermediateValue = bar.Value;
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bars[i] = bar;
}
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Invalidate(Invalidation.DrawNode);
animationComplete = true;
}
}
protected override DrawNode CreateDrawNode() => new BarGraphDrawNode(this);
private class BarGraphDrawNode : DrawNode
{
public new BarGraph Source => (BarGraph)base.Source;
public BarGraphDrawNode(BarGraph source)
: base(source)
{
}
private IShader shader = null!;
private Texture texture = null!;
private Vector2 drawSize;
private BarDirection direction;
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private readonly List<BarStruct> bars = new List<BarStruct>();
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public override void ApplyState()
{
base.ApplyState();
shader = Source.shader;
texture = Source.texture;
drawSize = Source.DrawSize;
direction = Source.direction;
bars.Clear();
bars.AddRange(Source.bars);
}
public override void Draw(IRenderer renderer)
{
base.Draw(renderer);
if (!bars.Any())
return;
shader.Bind();
for (int i = 0; i < bars.Count; i++)
{
var bar = bars[i];
float barHeight = drawSize.Y * ((direction == BarDirection.TopToBottom || direction == BarDirection.BottomToTop) ? bar.IntermediateValue : bar.ShortSide);
float barWidth = drawSize.X * ((direction == BarDirection.LeftToRight || direction == BarDirection.RightToLeft) ? bar.IntermediateValue : bar.ShortSide);
Vector2 topLeft;
switch (direction)
{
default:
case BarDirection.LeftToRight:
topLeft = new Vector2(0, i * barHeight);
break;
case BarDirection.RightToLeft:
topLeft = new Vector2(drawSize.X - barWidth, i * barHeight);
break;
case BarDirection.TopToBottom:
topLeft = new Vector2(i * barWidth, 0);
break;
case BarDirection.BottomToTop:
topLeft = new Vector2(i * barWidth, drawSize.Y - barHeight);
break;
}
Vector2 topRight = topLeft + new Vector2(barWidth, 0);
Vector2 bottomLeft = topLeft + new Vector2(0, barHeight);
Vector2 bottomRight = bottomLeft + new Vector2(barWidth, 0);
var drawQuad = new Quad(
Vector2Extensions.Transform(topLeft, DrawInfo.Matrix),
Vector2Extensions.Transform(topRight, DrawInfo.Matrix),
Vector2Extensions.Transform(bottomLeft, DrawInfo.Matrix),
Vector2Extensions.Transform(bottomRight, DrawInfo.Matrix)
);
renderer.DrawQuad(texture, drawQuad, DrawColourInfo.Colour);
}
shader.Unbind();
}
}
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private struct BarStruct
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{
public float OldValue { get; set; }
public float Value { get; set; }
public float IntermediateValue { get; set; }
public float ShortSide { get; set; }
}
}
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}