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mirror of https://github.com/ppy/osu.git synced 2024-11-11 11:07:52 +08:00

Use helper methods instead of local valueAt() method

This commit is contained in:
TheOmyNomy 2021-08-08 23:54:35 +10:00
parent 9e805dcd44
commit 140d29d537

View File

@ -3,6 +3,7 @@
using System;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Utils;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osuTK.Graphics;
@ -36,13 +37,14 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
position -= realBorderPortion;
Color4 outerColour = AccentColour.Darken(0.1f);
Color4 innerColour = lighten(AccentColour, 0.5f);
// Stable interpolates slider body colour directly in sRGB space, and because
// Interpolation.ValueAt() uses linear space, we have to counteract applying it
// by calling ToSRGB() on the input colours, and ToLinear() on the resulting colour.
// Stable doesn't use linear space / gamma-correct colour interpolation
// for slider bodies, so we can't use Interpolation.ValueAt().
// Instead, we use a local method that interpolates between the colours directly in sRGB space.
return valueAt(position / realGradientPortion, outerColour, innerColour, 0, 1);
Color4 outerColour = AccentColour.Darken(0.1f).ToSRGB();
Color4 innerColour = lighten(AccentColour, 0.5f).ToSRGB();
return Interpolation.ValueAt(position / realGradientPortion, outerColour, innerColour, 0, 1).ToLinear();
}
/// <summary>
@ -57,26 +59,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
Math.Min(1, color.B * (1 + 0.5f * amount) + 1 * amount),
color.A);
}
private static Color4 valueAt(double time, Color4 startColour, Color4 endColour, double startTime, double endTime)
{
if (startColour == endColour)
return startColour;
double current = time - startTime;
double duration = endTime - startTime;
if (duration == 0 || current == 0)
return startColour;
float t = (float)Math.Max(0, Math.Min(1, current / duration));
return new Color4(
startColour.R + t * (endColour.R - startColour.R),
startColour.G + t * (endColour.G - startColour.G),
startColour.B + t * (endColour.B - startColour.B),
startColour.A + t * (endColour.A - startColour.A));
}
}
}
}