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mirror of https://github.com/ppy/osu.git synced 2025-01-13 09:23:06 +08:00

Rework GradedCircles to not use BufferedContainer

This commit is contained in:
Andrei Zavatski 2024-01-29 06:13:52 +03:00
parent 809ca81b9c
commit 3987faa21c
2 changed files with 52 additions and 71 deletions

View File

@ -77,7 +77,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
/// <summary>
/// The width of a solid "notch" in terms of accuracy that appears at the ends of the rank circles to add separation.
/// </summary>
public const float NOTCH_WIDTH_PERCENTAGE = 2f / 360;
public const double NOTCH_WIDTH_PERCENTAGE = 2.0 / 360;
/// <summary>
/// The easing for the circle filling transforms.
@ -211,7 +211,8 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
});
}
gradedCircles.Transform();
using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY))
gradedCircles.TransformTo(nameof(GradedCircles.Progress), 1.0, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY))
{

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
@ -10,15 +11,31 @@ using osuTK;
namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
public partial class GradedCircles : BufferedContainer
public partial class GradedCircles : CompositeDrawable
{
private double progress;
public double Progress
{
get => innerMask.Current.Value;
set => innerMask.Current.Value = value;
get => progress;
set
{
progress = value;
dProgress.RevealProgress = value;
cProgress.RevealProgress = value;
bProgress.RevealProgress = value;
aProgress.RevealProgress = value;
sProgress.RevealProgress = value;
xProgress.RevealProgress = value;
}
}
private readonly CircularProgress innerMask;
private readonly GradedCircle dProgress;
private readonly GradedCircle cProgress;
private readonly GradedCircle bProgress;
private readonly GradedCircle aProgress;
private readonly GradedCircle sProgress;
private readonly GradedCircle xProgress;
public GradedCircles(double accuracyC, double accuracyB, double accuracyA, double accuracyS, double accuracyX)
{
@ -27,93 +44,56 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
RelativeSizeAxes = Axes.Both;
Size = new Vector2(0.8f);
Padding = new MarginPadding(2);
Children = new Drawable[]
InternalChildren = new Drawable[]
{
new CircularProgress
dProgress = new GradedCircle(0.0, accuracyC)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.D),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyC - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 180
},
new CircularProgress
cProgress = new GradedCircle(accuracyC, accuracyB)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.C),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyB - accuracyC - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)(accuracyC + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f) * 360
},
new CircularProgress
bProgress = new GradedCircle(accuracyB, accuracyA)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.B),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyA - accuracyB - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)(accuracyB + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f) * 360
},
new CircularProgress
aProgress = new GradedCircle(accuracyA, accuracyS)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.A),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyS - accuracyA - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)(accuracyA + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f) * 360
},
new CircularProgress
sProgress = new GradedCircle(accuracyS, accuracyX - AccuracyCircle.VIRTUAL_SS_PERCENTAGE)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.S),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyX - accuracyS - AccuracyCircle.VIRTUAL_SS_PERCENTAGE - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)(accuracyS + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f) * 360
},
new CircularProgress
xProgress = new GradedCircle(accuracyX - AccuracyCircle.VIRTUAL_SS_PERCENTAGE, 1.0)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.X),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = 1f - (accuracyX - AccuracyCircle.VIRTUAL_SS_PERCENTAGE) - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)(accuracyX - AccuracyCircle.VIRTUAL_SS_PERCENTAGE + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f) * 360
},
new BufferedContainer
{
Name = "Graded circle mask",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(1),
Blending = new BlendingParameters
{
Source = BlendingType.DstColor,
Destination = BlendingType.OneMinusSrcColor,
SourceAlpha = BlendingType.One,
DestinationAlpha = BlendingType.SrcAlpha
},
Child = innerMask = new CircularProgress
{
RelativeSizeAxes = Axes.Both,
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS - 0.02f,
}
Colour = OsuColour.ForRank(ScoreRank.X)
}
};
}
public void Transform()
private partial class GradedCircle : CircularProgress
{
using (BeginDelayedSequence(AccuracyCircle.RANK_CIRCLE_TRANSFORM_DELAY))
innerMask.FillTo(1f, AccuracyCircle.RANK_CIRCLE_TRANSFORM_DURATION, AccuracyCircle.ACCURACY_TRANSFORM_EASING);
public double RevealProgress
{
set => Current.Value = Math.Clamp(value, startProgress, endProgress) - startProgress;
}
private readonly double startProgress;
private readonly double endProgress;
public GradedCircle(double startProgress, double endProgress)
{
this.startProgress = startProgress + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5;
this.endProgress = endProgress - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Both;
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS;
Rotation = (float)this.startProgress * 360;
}
}
}
}