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Improve LineGraph invalidation logic
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parent
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commit
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@ -2,14 +2,25 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Profile;
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using osu.Game.Users;
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namespace osu.Game.Tests.Visual
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{
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public class TestCaseUserProfile : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ProfileHeader),
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typeof(UserProfileOverlay),
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typeof(RankChart),
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typeof(LineGraph),
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};
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public TestCaseUserProfile()
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{
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var profile = new UserProfileOverlay();
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@ -4,6 +4,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Caching;
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using OpenTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -47,7 +48,16 @@ namespace osu.Game.Graphics.UserInterface
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set
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{
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values = value.ToArray();
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applyPath();
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float max = values.Max(), min = values.Min();
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if (MaxValue > max) max = MaxValue.Value;
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if (MinValue < min) min = MinValue.Value;
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ActualMaxValue = max;
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ActualMinValue = min;
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pathCached.Invalidate();
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maskingContainer.Width = 0;
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maskingContainer.ResizeWidthTo(1, transform_duration, Easing.OutQuint);
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}
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@ -63,13 +73,28 @@ namespace osu.Game.Graphics.UserInterface
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});
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}
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private bool pending;
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & Invalidation.DrawSize) != 0)
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applyPath();
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if ((invalidation & Invalidation.DrawSize) > 0)
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pathCached.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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}
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private Cached pathCached = new Cached();
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protected override void Update()
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{
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base.Update();
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if (!pathCached.IsValid)
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{
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applyPath();
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pathCached.Validate();
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}
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}
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private void applyPath()
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{
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path.ClearVertices();
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@ -77,13 +102,6 @@ namespace osu.Game.Graphics.UserInterface
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int count = Math.Max(values.Length, DefaultValueCount);
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float max = values.Max(), min = values.Min();
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if (MaxValue > max) max = MaxValue.Value;
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if (MinValue < min) min = MinValue.Value;
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ActualMaxValue = max;
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ActualMinValue = min;
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for (int i = 0; i < values.Length; i++)
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{
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float x = (i + count - values.Length) / (float)(count - 1) * DrawWidth - 1;
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