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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() 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; Y = bottom_bar_height;
Children = new Drawable[] Children = new Drawable[]
@ -63,10 +65,10 @@ namespace osu.Game.Screens.Play
RelativeSizeAxes = Axes.X, RelativeSizeAxes = Axes.X,
Origin = Anchor.BottomLeft, Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft, Anchor = Anchor.BottomLeft,
Height = SquareGraph.Column.HEIGHT, Height = graph_height,
Margin = new MarginPadding { Bottom = bottom_bar_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, Alpha = 0,
Anchor = Anchor.BottomLeft, Anchor = Anchor.BottomLeft,

View File

@ -4,6 +4,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework; using osu.Framework;
using osu.Framework.Caching;
using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; 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; private int[] values;
public int[] Values public int[] Values
{ {
@ -66,15 +68,19 @@ namespace osu.Game.Screens.Play
PixelSnapping = true; 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() protected override void Update()
{ {
base.Update(); base.Update();
layout.Refresh(recreateGraph);
// todo: Recreating in update is probably not the best idea
if (DrawWidth == lastDrawWidth) return;
recreateGraph();
lastDrawWidth = DrawWidth;
} }
/// <summary> /// <summary>
@ -106,7 +112,7 @@ namespace osu.Game.Screens.Play
/// </summary> /// </summary>
private void recalculateValues() private void recalculateValues()
{ {
var newValues = new List<int>(); var newValues = new List<float>();
if (values == null) if (values == null)
{ {
@ -116,10 +122,12 @@ namespace osu.Game.Screens.Play
return; return;
} }
var max = values.Max();
float step = values.Length / (float)ColumnCount; float step = values.Length / (float)ColumnCount;
for (float i = 0; i < values.Length; i += step) for (float i = 0; i < values.Length; i += step)
{ {
newValues.Add(values[(int)i]); newValues.Add((float)values[(int)i] / max);
} }
calculatedValues = newValues.ToArray(); calculatedValues = newValues.ToArray();
@ -138,6 +146,7 @@ namespace osu.Game.Screens.Play
{ {
Anchor = Anchor.BottomLeft, Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft, Origin = Anchor.BottomLeft,
Height = DrawHeight,
Position = new Vector2(x, 0), Position = new Vector2(x, 0),
State = ColumnState.Dimmed, State = ColumnState.Dimmed,
}); });
@ -157,16 +166,15 @@ namespace osu.Game.Screens.Play
private readonly Color4 litColour; private readonly Color4 litColour;
private readonly Color4 dimmedColour = Color4.White.Opacity(175); 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 cube_size = 4;
private const float padding = 2; private const float padding = 2;
public const float WIDTH = cube_size + padding; public const float WIDTH = cube_size + padding;
public const float HEIGHT = cube_count * WIDTH + padding;
private readonly List<Box> drawableRows = new List<Box>(); private readonly List<Box> drawableRows = new List<Box>();
private int filled; private float filled;
public int Filled public float Filled
{ {
get { return filled; } get { return filled; }
set set
@ -193,10 +201,13 @@ namespace osu.Game.Screens.Play
public Column(Color4 litColour) public Column(Color4 litColour)
{ {
Size = new Vector2(WIDTH, HEIGHT); Width = WIDTH;
this.litColour = litColour; 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 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 // Reverse drawableRows so when iterating through them they start at the bottom
drawableRows.Reverse(); drawableRows.Reverse();
fillActive();
} }
private void fillActive() private void fillActive()
{ {
Color4 colour = State == ColumnState.Lit ? litColour : dimmedColour; 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++) for (int i = 0; i < drawableRows.Count; i++)
{ drawableRows[i].Colour = i < countFilled ? colour : emptyColour;
if (Filled == 0) // i <= Filled doesn't work for zero fill
drawableRows[i].Colour = emptyColour;
else
drawableRows[i].Colour = i <= Filled ? colour : emptyColour;
}
} }
} }