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osu-lazer/osu.Game.Tournament/Screens/Ladder/Components/ProgressionPath.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 System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Lines;
using osuTK;
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namespace osu.Game.Tournament.Screens.Ladder.Components
{
public class ProgressionPath : Path
{
public DrawableTournamentMatch Source { get; }
public DrawableTournamentMatch Destination { get; }
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public ProgressionPath(DrawableTournamentMatch source, DrawableTournamentMatch destination)
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{
Source = source;
Destination = destination;
PathRadius = 3;
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BypassAutoSizeAxes = Axes.Both;
}
protected override void LoadComplete()
{
base.LoadComplete();
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static Vector2 getCenteredVector(Vector2 top, Vector2 bottom) => new Vector2(top.X, top.Y + (bottom.Y - top.Y) / 2);
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var q1 = Source.ScreenSpaceDrawQuad;
var q2 = Destination.ScreenSpaceDrawQuad;
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float padding = q1.Width / 20;
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bool progressionToRight = q2.TopLeft.X > q1.TopLeft.X;
if (!progressionToRight)
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(q2, q1) = (q1, q2);
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var c1 = getCenteredVector(q1.TopRight, q1.BottomRight) + new Vector2(padding, 0);
var c2 = getCenteredVector(q2.TopLeft, q2.BottomLeft) - new Vector2(padding, 0);
var p1 = c1;
var p2 = p1 + new Vector2(padding, 0);
if (p2.X > c2.X)
{
c2 = getCenteredVector(q2.TopRight, q2.BottomRight) + new Vector2(padding, 0);
p2.X = c2.X + padding;
}
var p3 = new Vector2(p2.X, c2.Y);
var p4 = new Vector2(c2.X, p3.Y);
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var points = new[] { p1, p2, p3, p4 };
float minX = points.Min(p => p.X);
float minY = points.Min(p => p.Y);
var topLeft = new Vector2(minX, minY);
Position = Parent.ToLocalSpace(topLeft);
Vertices = points.Select(p => Parent.ToLocalSpace(p) - Parent.ToLocalSpace(topLeft)).ToList();
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}
}
}