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Flexible cube count (and thus graph height).

This also scaled the graph to the height of the maximum value. And much tidying.
This commit is contained in:
Dean Herbert 2017-04-18 19:22:45 +09:00
parent 3b21340e1b
commit 1071645dca
No known key found for this signature in database
GPG Key ID: 46D71BF4958ABB49
2 changed files with 37 additions and 25 deletions

View File

@ -53,7 +53,9 @@ namespace osu.Game.Screens.Play
public SongProgress()
{
Height = bottom_bar_height + SquareGraph.Column.HEIGHT + handle_size.Y;
const float graph_height = SquareGraph.Column.WIDTH * 6;
Height = bottom_bar_height + graph_height + handle_size.Y;
Y = bottom_bar_height;
Children = new Drawable[]
@ -63,10 +65,10 @@ namespace osu.Game.Screens.Play
RelativeSizeAxes = Axes.X,
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Height = SquareGraph.Column.HEIGHT,
Height = graph_height,
Margin = new MarginPadding { Bottom = bottom_bar_height },
},
bar = new SongProgressBar(bottom_bar_height, SquareGraph.Column.HEIGHT, handle_size)
bar = new SongProgressBar(bottom_bar_height, graph_height, handle_size)
{
Alpha = 0,
Anchor = Anchor.BottomLeft,

View File

@ -4,6 +4,7 @@
using System.Collections.Generic;
using System.Linq;
using osu.Framework;
using osu.Framework.Caching;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
@ -34,7 +35,8 @@ namespace osu.Game.Screens.Play
}
}
private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
private float[] calculatedValues = { }; // values but adjusted to fit the amount of columns
private int[] values;
public int[] Values
{
@ -66,15 +68,19 @@ namespace osu.Game.Screens.Play
PixelSnapping = true;
}
private float lastDrawWidth;
private Cached layout = new Cached();
public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
{
if ((invalidation & Invalidation.SizeInParentSpace) > 0)
layout.Invalidate();
return base.Invalidate(invalidation, source, shallPropagate);
}
protected override void Update()
{
base.Update();
// todo: Recreating in update is probably not the best idea
if (DrawWidth == lastDrawWidth) return;
recreateGraph();
lastDrawWidth = DrawWidth;
layout.Refresh(recreateGraph);
}
/// <summary>
@ -106,7 +112,7 @@ namespace osu.Game.Screens.Play
/// </summary>
private void recalculateValues()
{
var newValues = new List<int>();
var newValues = new List<float>();
if (values == null)
{
@ -116,10 +122,12 @@ namespace osu.Game.Screens.Play
return;
}
var max = values.Max();
float step = values.Length / (float)ColumnCount;
for (float i = 0; i < values.Length; i += step)
{
newValues.Add(values[(int)i]);
newValues.Add((float)values[(int)i] / max);
}
calculatedValues = newValues.ToArray();
@ -138,6 +146,7 @@ namespace osu.Game.Screens.Play
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Height = DrawHeight,
Position = new Vector2(x, 0),
State = ColumnState.Dimmed,
});
@ -157,16 +166,15 @@ namespace osu.Game.Screens.Play
private readonly Color4 litColour;
private readonly Color4 dimmedColour = Color4.White.Opacity(175);
private const float cube_count = 6;
private float cubeCount => DrawHeight / WIDTH;
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
private float filled;
public float Filled
{
get { return filled; }
set
@ -193,10 +201,13 @@ namespace osu.Game.Screens.Play
public Column(Color4 litColour)
{
Size = new Vector2(WIDTH, HEIGHT);
Width = WIDTH;
this.litColour = litColour;
}
for (int r = 0; r < cube_count; r++)
protected override void LoadComplete()
{
for (int r = 0; r < cubeCount; r++)
{
drawableRows.Add(new Box
{
@ -210,19 +221,18 @@ namespace osu.Game.Screens.Play
// Reverse drawableRows so when iterating through them they start at the bottom
drawableRows.Reverse();
fillActive();
}
private void fillActive()
{
Color4 colour = State == ColumnState.Lit ? litColour : dimmedColour;
int countFilled = (int)MathHelper.Clamp(filled * drawableRows.Count, 0, drawableRows.Count);
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;
}
drawableRows[i].Colour = i < countFilled ? colour : emptyColour;
}
}
@ -232,4 +242,4 @@ namespace osu.Game.Screens.Play
Dimmed
}
}
}
}