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mirror of https://github.com/ppy/osu.git synced 2024-12-14 23:12:56 +08:00

Split SquareGraph out and make SongProgressGraph also able to take a list of Objects.

This commit is contained in:
Dean Herbert 2017-04-18 18:40:02 +09:00
parent 417a5ca713
commit 3b21340e1b
No known key found for this signature in database
GPG Key ID: 46D71BF4958ABB49
5 changed files with 267 additions and 232 deletions

View File

@ -16,6 +16,7 @@ namespace osu.Desktop.VisualTests.Tests
public override string Description => @"With fake data";
private SongProgress progress;
private SongProgressGraph graph;
public override void Reset()
{
@ -29,6 +30,14 @@ namespace osu.Desktop.VisualTests.Tests
Origin = Anchor.BottomLeft,
});
Add(graph = new SongProgressGraph
{
RelativeSizeAxes = Axes.X,
Height = 200,
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
});
AddStep("Toggle Bar", progress.ToggleBar);
AddWaitStep(5);
AddStep("Toggle Bar", progress.ToggleBar);
@ -45,6 +54,7 @@ namespace osu.Desktop.VisualTests.Tests
objects.Add(new HitObject { StartTime = i });
progress.Objects = objects;
graph.Objects = objects;
}
}
}

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@ -41,25 +41,7 @@ namespace osu.Game.Screens.Play
{
set
{
objects = value;
const int granularity = 200;
var interval = lastHitTime / granularity;
var values = new int[granularity];
foreach (var h in objects)
{
IHasEndTime end = h as IHasEndTime;
int startRange = (int)(h.StartTime / interval);
int endRange = (int)((end?.EndTime ?? h.StartTime) / interval);
for (int i = startRange; i <= endRange; i++)
values[i]++;
}
graph.Values = values;
graph.Objects = objects = value;
}
}
@ -71,7 +53,7 @@ namespace osu.Game.Screens.Play
public SongProgress()
{
Height = bottom_bar_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
Height = bottom_bar_height + SquareGraph.Column.HEIGHT + handle_size.Y;
Y = bottom_bar_height;
Children = new Drawable[]
@ -81,10 +63,10 @@ namespace osu.Game.Screens.Play
RelativeSizeAxes = Axes.X,
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Height = SongProgressGraph.Column.HEIGHT,
Height = SquareGraph.Column.HEIGHT,
Margin = new MarginPadding { Bottom = bottom_bar_height },
},
bar = new SongProgressBar(bottom_bar_height, SongProgressGraph.Column.HEIGHT, handle_size)
bar = new SongProgressBar(bottom_bar_height, SquareGraph.Column.HEIGHT, handle_size)
{
Alpha = 0,
Anchor = Anchor.BottomLeft,
@ -138,7 +120,6 @@ namespace osu.Game.Screens.Play
bar.UpdatePosition((float)progress);
graph.Progress = (int)(graph.ColumnCount * progress);
}
}
}

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@ -1,235 +1,43 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using System.Linq;
using System.Collections.Generic;
using osu.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Containers;
using osu.Framework.Extensions.Color4Extensions;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Screens.Play
{
public class SongProgressGraph : BufferedContainer
public class SongProgressGraph : SquareGraph
{
private Column[] columns = { };
private IEnumerable<HitObject> objects;
public int ColumnCount => columns.Length;
public override bool HandleInput => false;
private int progress;
public int Progress
public IEnumerable<HitObject> Objects
{
get { return progress; }
set
{
if (value == progress) return;
progress = value;
objects = value;
redrawProgress();
}
}
const int granularity = 200;
private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
private int[] values;
public int[] Values
{
get { return values; }
set
{
if (value == values) return;
values = value;
recreateGraph();
}
}
var lastHit = ((objects.Last() as IHasEndTime)?.EndTime ?? objects.Last().StartTime) + 1;
private Color4 fillColour;
public Color4 FillColour
{
get { return fillColour; }
set
{
if (value == fillColour) return;
fillColour = value;
var interval = lastHit / granularity;
redrawFilled();
}
}
var values = new int[granularity];
public SongProgressGraph()
{
CacheDrawnFrameBuffer = true;
PixelSnapping = true;
}
private float lastDrawWidth;
protected override void Update()
{
base.Update();
// todo: Recreating in update is probably not the best idea
if (DrawWidth == lastDrawWidth) return;
recreateGraph();
lastDrawWidth = DrawWidth;
}
/// <summary>
/// Redraws all the columns to match their lit/dimmed state.
/// </summary>
private void redrawProgress()
{
for (int i = 0; i < columns.Length; i++)
{
columns[i].State = i <= progress ? ColumnState.Lit : ColumnState.Dimmed;
}
ForceRedraw();
}
/// <summary>
/// Redraws the filled amount of all the columns.
/// </summary>
private void redrawFilled()
{
for (int i = 0; i < ColumnCount; i++)
{
columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
}
}
/// <summary>
/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
/// </summary>
private void recalculateValues()
{
var newValues = new List<int>();
if (values == null)
{
for (float i = 0; i < ColumnCount; i++)
newValues.Add(0);
return;
}
float step = values.Length / (float)ColumnCount;
for (float i = 0; i < values.Length; i += step)
{
newValues.Add(values[(int)i]);
}
calculatedValues = newValues.ToArray();
}
/// <summary>
/// Recreates the entire graph.
/// </summary>
private void recreateGraph()
{
var newColumns = new List<Column>();
for (float x = 0; x < DrawWidth; x += Column.WIDTH)
{
newColumns.Add(new Column(fillColour)
foreach (var h in objects)
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Position = new Vector2(x, 0),
State = ColumnState.Dimmed,
});
}
IHasEndTime end = h as IHasEndTime;
columns = newColumns.ToArray();
Children = columns;
recalculateValues();
redrawFilled();
redrawProgress();
}
public class Column : Container, IStateful<ColumnState>
{
private readonly Color4 emptyColour = Color4.White.Opacity(100);
private readonly Color4 litColour;
private readonly Color4 dimmedColour = Color4.White.Opacity(175);
private const float cube_count = 6;
private const float cube_size = 4;
private const float padding = 2;
public const float WIDTH = cube_size + padding;
public const float HEIGHT = cube_count * WIDTH + padding;
private readonly List<Box> drawableRows = new List<Box>();
private int filled;
public int Filled
{
get { return filled; }
set
{
if (value == filled) return;
filled = value;
fillActive();
}
}
private ColumnState state;
public ColumnState State
{
get { return state; }
set
{
if (value == state) return;
state = value;
fillActive();
}
}
public Column(Color4 litColour)
{
Size = new Vector2(WIDTH, HEIGHT);
this.litColour = litColour;
for (int r = 0; r < cube_count; r++)
{
drawableRows.Add(new Box
{
EdgeSmoothness = new Vector2(padding / 4),
Size = new Vector2(cube_size),
Position = new Vector2(0, r * WIDTH + padding),
});
int startRange = (int)(h.StartTime / interval);
int endRange = (int)((end?.EndTime ?? h.StartTime) / interval);
for (int i = startRange; i <= endRange; i++)
values[i]++;
}
Children = drawableRows;
// Reverse drawableRows so when iterating through them they start at the bottom
drawableRows.Reverse();
Values = values;
}
private void fillActive()
{
Color4 colour = State == ColumnState.Lit ? litColour : dimmedColour;
for (int i = 0; i < drawableRows.Count; i++)
{
if (Filled == 0) // i <= Filled doesn't work for zero fill
drawableRows[i].Colour = emptyColour;
else
drawableRows[i].Colour = i <= Filled ? colour : emptyColour;
}
}
}
public enum ColumnState
{
Lit,
Dimmed
}
}
}

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@ -0,0 +1,235 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Screens.Play
{
public class SquareGraph : BufferedContainer
{
private Column[] columns = { };
public int ColumnCount => columns.Length;
public override bool HandleInput => false;
private int progress;
public int Progress
{
get { return progress; }
set
{
if (value == progress) return;
progress = value;
redrawProgress();
}
}
private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
private int[] values;
public int[] Values
{
get { return values; }
set
{
if (value == values) return;
values = value;
recreateGraph();
}
}
private Color4 fillColour;
public Color4 FillColour
{
get { return fillColour; }
set
{
if (value == fillColour) return;
fillColour = value;
redrawFilled();
}
}
public SquareGraph()
{
CacheDrawnFrameBuffer = true;
PixelSnapping = true;
}
private float lastDrawWidth;
protected override void Update()
{
base.Update();
// todo: Recreating in update is probably not the best idea
if (DrawWidth == lastDrawWidth) return;
recreateGraph();
lastDrawWidth = DrawWidth;
}
/// <summary>
/// Redraws all the columns to match their lit/dimmed state.
/// </summary>
private void redrawProgress()
{
for (int i = 0; i < columns.Length; i++)
{
columns[i].State = i <= progress ? ColumnState.Lit : ColumnState.Dimmed;
}
ForceRedraw();
}
/// <summary>
/// Redraws the filled amount of all the columns.
/// </summary>
private void redrawFilled()
{
for (int i = 0; i < ColumnCount; i++)
{
columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
}
}
/// <summary>
/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
/// </summary>
private void recalculateValues()
{
var newValues = new List<int>();
if (values == null)
{
for (float i = 0; i < ColumnCount; i++)
newValues.Add(0);
return;
}
float step = values.Length / (float)ColumnCount;
for (float i = 0; i < values.Length; i += step)
{
newValues.Add(values[(int)i]);
}
calculatedValues = newValues.ToArray();
}
/// <summary>
/// Recreates the entire graph.
/// </summary>
private void recreateGraph()
{
var newColumns = new List<Column>();
for (float x = 0; x < DrawWidth; x += Column.WIDTH)
{
newColumns.Add(new Column(fillColour)
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Position = new Vector2(x, 0),
State = ColumnState.Dimmed,
});
}
columns = newColumns.ToArray();
Children = columns;
recalculateValues();
redrawFilled();
redrawProgress();
}
public class Column : Container, IStateful<ColumnState>
{
private readonly Color4 emptyColour = Color4.White.Opacity(100);
private readonly Color4 litColour;
private readonly Color4 dimmedColour = Color4.White.Opacity(175);
private const float cube_count = 6;
private const float cube_size = 4;
private const float padding = 2;
public const float WIDTH = cube_size + padding;
public const float HEIGHT = cube_count * WIDTH + padding;
private readonly List<Box> drawableRows = new List<Box>();
private int filled;
public int Filled
{
get { return filled; }
set
{
if (value == filled) return;
filled = value;
fillActive();
}
}
private ColumnState state;
public ColumnState State
{
get { return state; }
set
{
if (value == state) return;
state = value;
fillActive();
}
}
public Column(Color4 litColour)
{
Size = new Vector2(WIDTH, HEIGHT);
this.litColour = litColour;
for (int r = 0; r < cube_count; r++)
{
drawableRows.Add(new Box
{
EdgeSmoothness = new Vector2(padding / 4),
Size = new Vector2(cube_size),
Position = new Vector2(0, r * WIDTH + padding),
});
}
Children = drawableRows;
// Reverse drawableRows so when iterating through them they start at the bottom
drawableRows.Reverse();
}
private void fillActive()
{
Color4 colour = State == ColumnState.Lit ? litColour : dimmedColour;
for (int i = 0; i < drawableRows.Count; i++)
{
if (Filled == 0) // i <= Filled doesn't work for zero fill
drawableRows[i].Colour = emptyColour;
else
drawableRows[i].Colour = i <= Filled ? colour : emptyColour;
}
}
}
public enum ColumnState
{
Lit,
Dimmed
}
}
}

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@ -201,6 +201,7 @@
<Compile Include="Screens\Charts\ChartInfo.cs" />
<Compile Include="Screens\Edit\Editor.cs" />
<Compile Include="Screens\Play\HotkeyRetryOverlay.cs" />
<Compile Include="Screens\Play\SquareGraph.cs" />
<Compile Include="Screens\ScreenWhiteBox.cs" />
<Compile Include="Screens\Loader.cs" />
<Compile Include="Screens\Menu\Button.cs" />