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reafactor: use DrawNode to draw SegmenteddGraph
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91eab7985b
commit
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@ -5,20 +5,19 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Threading;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osuTK;
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namespace osu.Game.Graphics.UserInterface
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{
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public abstract partial class SegmentedGraph<T> : Container
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public abstract partial class SegmentedGraph<T> : Drawable
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where T : struct, IComparable<T>, IConvertible, IEquatable<T>
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{
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private BufferedContainer? rectSegments;
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private float previousDrawWidth;
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private bool graphNeedsUpdate;
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private T[]? values;
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@ -44,53 +43,33 @@ namespace osu.Game.Graphics.UserInterface
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values = value;
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recalculateTiers(values);
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graphNeedsUpdate = true;
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Invalidate(Invalidation.DrawNode);
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}
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}
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public readonly Colour4[] TierColours;
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private CancellationTokenSource? cts;
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private ScheduledDelegate? scheduledCreate;
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private Texture texture = null!;
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private IShader shader = null!;
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[BackgroundDependencyLoader]
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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texture = renderer.WhitePixel;
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
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}
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protected override void Update()
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{
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base.Update();
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if (graphNeedsUpdate || (values != null && DrawWidth != previousDrawWidth))
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if (graphNeedsUpdate)
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{
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rectSegments?.FadeOut(150, Easing.OutQuint).Expire();
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scheduledCreate?.Cancel();
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scheduledCreate = Scheduler.AddDelayed(RecreateGraph, 150);
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previousDrawWidth = DrawWidth;
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graphNeedsUpdate = false;
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recalculateSegments();
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Invalidate(Invalidation.DrawNode);
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}
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}
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protected virtual void RecreateGraph()
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{
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var newSegments = new BufferedContainer(cachedFrameBuffer: true)
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{
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RedrawOnScale = false,
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RelativeSizeAxes = Axes.Both
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};
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cts?.Cancel();
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recalculateSegments();
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redrawSegments(newSegments);
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LoadComponentAsync(newSegments, s =>
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{
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Children = new Drawable[]
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{
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rectSegments = s
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};
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s.FadeInFromZero(100);
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}, (cts = new CancellationTokenSource()).Token);
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}
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private void recalculateTiers(T[]? arr)
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{
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if (arr == null || arr.Length == 0)
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@ -159,32 +138,7 @@ namespace osu.Game.Graphics.UserInterface
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private Colour4 tierToColour(int tier) => tier >= 0 ? TierColours[tier] : new Colour4(0, 0, 0, 0);
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// Base implementation, could be drawn with draw node if preferred
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private void redrawSegments(BufferedContainer container)
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{
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if (segments.Count == 0)
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return;
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foreach (SegmentInfo segment in segments) // Lower tiers will be drawn first, putting them in the back
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{
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float width = segment.Length * DrawWidth;
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// If the segment width exceeds the DrawWidth, just fill the rest
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if (width >= DrawWidth)
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width = DrawWidth;
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container.Add(new Box
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{
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Name = $"Tier {segment.Tier} segment",
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.Y,
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Position = new Vector2(segment.Start * DrawWidth, 0),
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Width = width,
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Colour = tierToColour(segment.Tier)
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});
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}
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}
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protected override DrawNode CreateDrawNode() => new SegmentedGraphDrawNode(this);
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protected struct SegmentInfo
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{
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@ -218,6 +172,58 @@ namespace osu.Game.Graphics.UserInterface
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public float Length => End - Start;
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}
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private class SegmentedGraphDrawNode : DrawNode
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{
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public new SegmentedGraph<T> Source => (SegmentedGraph<T>)base.Source;
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private Texture texture = null!;
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private IShader shader = null!;
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private readonly List<SegmentInfo> segments = new List<SegmentInfo>();
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private Vector2 drawSize;
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public SegmentedGraphDrawNode(SegmentedGraph<T> source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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texture = Source.texture;
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shader = Source.shader;
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drawSize = Source.DrawSize;
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segments.Clear();
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segments.AddRange(Source.segments);
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}
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public override void Draw(IRenderer renderer)
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{
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base.Draw(renderer);
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shader.Bind();
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foreach (SegmentInfo segment in segments)
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{
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Vector2 topLeft = new Vector2(segment.Start * drawSize.X, 0);
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Vector2 topRight = new Vector2(segment.End * drawSize.X, 0);
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Vector2 bottomLeft = new Vector2(segment.Start * drawSize.X, drawSize.Y);
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Vector2 bottomRight = new Vector2(segment.End * drawSize.X, drawSize.Y);
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renderer.DrawQuad(
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texture,
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new Quad(
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Vector2Extensions.Transform(topLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(topRight, DrawInfo.Matrix),
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Vector2Extensions.Transform(bottomLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(bottomRight, DrawInfo.Matrix)),
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Source.tierToColour(segment.Tier));
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}
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shader.Unbind();
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}
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}
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protected class SegmentManager : IEnumerable<SegmentInfo>
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{
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private readonly List<SegmentInfo> segments = new List<SegmentInfo>();
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