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Split SquareGraph out and make SongProgressGraph also able to take a list of Objects.
This commit is contained in:
parent
417a5ca713
commit
3b21340e1b
@ -16,6 +16,7 @@ namespace osu.Desktop.VisualTests.Tests
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public override string Description => @"With fake data";
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private SongProgress progress;
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private SongProgressGraph graph;
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public override void Reset()
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{
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@ -29,6 +30,14 @@ namespace osu.Desktop.VisualTests.Tests
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Origin = Anchor.BottomLeft,
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});
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Add(graph = new SongProgressGraph
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{
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RelativeSizeAxes = Axes.X,
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Height = 200,
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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});
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AddStep("Toggle Bar", progress.ToggleBar);
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AddWaitStep(5);
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AddStep("Toggle Bar", progress.ToggleBar);
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@ -45,6 +54,7 @@ namespace osu.Desktop.VisualTests.Tests
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objects.Add(new HitObject { StartTime = i });
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progress.Objects = objects;
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graph.Objects = objects;
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}
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}
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}
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@ -41,25 +41,7 @@ namespace osu.Game.Screens.Play
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{
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set
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{
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objects = value;
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const int granularity = 200;
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var interval = lastHitTime / granularity;
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var values = new int[granularity];
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foreach (var h in objects)
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{
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IHasEndTime end = h as IHasEndTime;
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int startRange = (int)(h.StartTime / interval);
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int endRange = (int)((end?.EndTime ?? h.StartTime) / interval);
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for (int i = startRange; i <= endRange; i++)
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values[i]++;
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}
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graph.Values = values;
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graph.Objects = objects = value;
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}
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}
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@ -71,7 +53,7 @@ namespace osu.Game.Screens.Play
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public SongProgress()
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{
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Height = bottom_bar_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
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Height = bottom_bar_height + SquareGraph.Column.HEIGHT + handle_size.Y;
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Y = bottom_bar_height;
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Children = new Drawable[]
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@ -81,10 +63,10 @@ namespace osu.Game.Screens.Play
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Height = SongProgressGraph.Column.HEIGHT,
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Height = SquareGraph.Column.HEIGHT,
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Margin = new MarginPadding { Bottom = bottom_bar_height },
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},
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bar = new SongProgressBar(bottom_bar_height, SongProgressGraph.Column.HEIGHT, handle_size)
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bar = new SongProgressBar(bottom_bar_height, SquareGraph.Column.HEIGHT, handle_size)
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{
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Alpha = 0,
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Anchor = Anchor.BottomLeft,
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@ -138,7 +120,6 @@ namespace osu.Game.Screens.Play
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bar.UpdatePosition((float)progress);
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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}
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}
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@ -1,235 +1,43 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using OpenTK.Graphics;
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using System.Linq;
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using System.Collections.Generic;
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using osu.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Screens.Play
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{
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public class SongProgressGraph : BufferedContainer
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public class SongProgressGraph : SquareGraph
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{
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private Column[] columns = { };
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private IEnumerable<HitObject> objects;
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public int ColumnCount => columns.Length;
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public override bool HandleInput => false;
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private int progress;
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public int Progress
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public IEnumerable<HitObject> Objects
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{
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get { return progress; }
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set
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{
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if (value == progress) return;
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progress = value;
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objects = value;
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redrawProgress();
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}
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}
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const int granularity = 200;
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private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
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private int[] values;
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public int[] Values
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{
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get { return values; }
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set
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{
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if (value == values) return;
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values = value;
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recreateGraph();
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}
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}
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var lastHit = ((objects.Last() as IHasEndTime)?.EndTime ?? objects.Last().StartTime) + 1;
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private Color4 fillColour;
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public Color4 FillColour
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{
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get { return fillColour; }
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set
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{
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if (value == fillColour) return;
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fillColour = value;
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var interval = lastHit / granularity;
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redrawFilled();
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}
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}
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var values = new int[granularity];
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public SongProgressGraph()
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{
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CacheDrawnFrameBuffer = true;
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PixelSnapping = true;
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}
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private float lastDrawWidth;
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protected override void Update()
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{
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base.Update();
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// todo: Recreating in update is probably not the best idea
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if (DrawWidth == lastDrawWidth) return;
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recreateGraph();
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lastDrawWidth = DrawWidth;
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}
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/// <summary>
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/// Redraws all the columns to match their lit/dimmed state.
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/// </summary>
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private void redrawProgress()
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{
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for (int i = 0; i < columns.Length; i++)
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{
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columns[i].State = i <= progress ? ColumnState.Lit : ColumnState.Dimmed;
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}
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ForceRedraw();
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}
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/// <summary>
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/// Redraws the filled amount of all the columns.
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/// </summary>
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private void redrawFilled()
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{
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for (int i = 0; i < ColumnCount; i++)
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{
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columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
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}
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}
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/// <summary>
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/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
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/// </summary>
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private void recalculateValues()
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{
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var newValues = new List<int>();
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if (values == null)
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{
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for (float i = 0; i < ColumnCount; i++)
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newValues.Add(0);
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return;
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}
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float step = values.Length / (float)ColumnCount;
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for (float i = 0; i < values.Length; i += step)
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{
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newValues.Add(values[(int)i]);
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}
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calculatedValues = newValues.ToArray();
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}
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/// <summary>
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/// Recreates the entire graph.
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/// </summary>
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private void recreateGraph()
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{
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var newColumns = new List<Column>();
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for (float x = 0; x < DrawWidth; x += Column.WIDTH)
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{
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newColumns.Add(new Column(fillColour)
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foreach (var h in objects)
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Position = new Vector2(x, 0),
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State = ColumnState.Dimmed,
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});
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}
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IHasEndTime end = h as IHasEndTime;
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columns = newColumns.ToArray();
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Children = columns;
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recalculateValues();
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redrawFilled();
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redrawProgress();
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}
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public class Column : Container, IStateful<ColumnState>
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{
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private readonly Color4 emptyColour = Color4.White.Opacity(100);
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private readonly Color4 litColour;
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private readonly Color4 dimmedColour = Color4.White.Opacity(175);
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private const float cube_count = 6;
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private const float cube_size = 4;
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private const float padding = 2;
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public const float WIDTH = cube_size + padding;
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public const float HEIGHT = cube_count * WIDTH + padding;
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private readonly List<Box> drawableRows = new List<Box>();
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private int filled;
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public int Filled
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{
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get { return filled; }
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set
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{
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if (value == filled) return;
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filled = value;
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fillActive();
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}
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}
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private ColumnState state;
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public ColumnState State
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{
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get { return state; }
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set
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{
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if (value == state) return;
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state = value;
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fillActive();
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}
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}
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public Column(Color4 litColour)
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{
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Size = new Vector2(WIDTH, HEIGHT);
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this.litColour = litColour;
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for (int r = 0; r < cube_count; r++)
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{
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drawableRows.Add(new Box
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{
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EdgeSmoothness = new Vector2(padding / 4),
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Size = new Vector2(cube_size),
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Position = new Vector2(0, r * WIDTH + padding),
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});
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int startRange = (int)(h.StartTime / interval);
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int endRange = (int)((end?.EndTime ?? h.StartTime) / interval);
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for (int i = startRange; i <= endRange; i++)
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values[i]++;
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}
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Children = drawableRows;
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// Reverse drawableRows so when iterating through them they start at the bottom
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drawableRows.Reverse();
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Values = values;
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}
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private void fillActive()
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{
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Color4 colour = State == ColumnState.Lit ? litColour : dimmedColour;
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for (int i = 0; i < drawableRows.Count; i++)
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{
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if (Filled == 0) // i <= Filled doesn't work for zero fill
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drawableRows[i].Colour = emptyColour;
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else
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drawableRows[i].Colour = i <= Filled ? colour : emptyColour;
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}
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}
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}
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public enum ColumnState
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{
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Lit,
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Dimmed
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}
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}
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}
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235
osu.Game/Screens/Play/SquareGraph.cs
Normal file
235
osu.Game/Screens/Play/SquareGraph.cs
Normal file
@ -0,0 +1,235 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework;
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using osu.Framework.Extensions.Color4Extensions;
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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.Sprites;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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public class SquareGraph : BufferedContainer
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{
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private Column[] columns = { };
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public int ColumnCount => columns.Length;
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public override bool HandleInput => false;
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private int progress;
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public int Progress
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{
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get { return progress; }
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set
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{
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if (value == progress) return;
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progress = value;
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redrawProgress();
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}
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}
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private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
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private int[] values;
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public int[] Values
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{
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get { return values; }
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set
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{
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if (value == values) return;
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values = value;
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recreateGraph();
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}
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}
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private Color4 fillColour;
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public Color4 FillColour
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{
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get { return fillColour; }
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set
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{
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if (value == fillColour) return;
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fillColour = value;
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redrawFilled();
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}
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}
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public SquareGraph()
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{
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CacheDrawnFrameBuffer = true;
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PixelSnapping = true;
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}
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private float lastDrawWidth;
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protected override void Update()
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{
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base.Update();
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// todo: Recreating in update is probably not the best idea
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if (DrawWidth == lastDrawWidth) return;
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recreateGraph();
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lastDrawWidth = DrawWidth;
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}
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/// <summary>
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/// Redraws all the columns to match their lit/dimmed state.
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/// </summary>
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private void redrawProgress()
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{
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for (int i = 0; i < columns.Length; i++)
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{
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columns[i].State = i <= progress ? ColumnState.Lit : ColumnState.Dimmed;
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}
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ForceRedraw();
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}
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/// <summary>
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/// Redraws the filled amount of all the columns.
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/// </summary>
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private void redrawFilled()
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{
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for (int i = 0; i < ColumnCount; i++)
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{
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columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
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}
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}
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/// <summary>
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/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
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/// </summary>
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private void recalculateValues()
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{
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var newValues = new List<int>();
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if (values == null)
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{
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for (float i = 0; i < ColumnCount; i++)
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newValues.Add(0);
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return;
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}
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float step = values.Length / (float)ColumnCount;
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for (float i = 0; i < values.Length; i += step)
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{
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newValues.Add(values[(int)i]);
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}
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calculatedValues = newValues.ToArray();
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}
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/// <summary>
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/// Recreates the entire graph.
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/// </summary>
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private void recreateGraph()
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{
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var newColumns = new List<Column>();
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for (float x = 0; x < DrawWidth; x += Column.WIDTH)
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{
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newColumns.Add(new Column(fillColour)
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Position = new Vector2(x, 0),
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State = ColumnState.Dimmed,
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});
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}
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columns = newColumns.ToArray();
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Children = columns;
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recalculateValues();
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redrawFilled();
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redrawProgress();
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}
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public class Column : Container, IStateful<ColumnState>
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{
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private readonly Color4 emptyColour = Color4.White.Opacity(100);
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private readonly Color4 litColour;
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private readonly Color4 dimmedColour = Color4.White.Opacity(175);
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private const float cube_count = 6;
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private const float cube_size = 4;
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private const float padding = 2;
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public const float WIDTH = cube_size + padding;
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public const float HEIGHT = cube_count * WIDTH + padding;
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private readonly List<Box> drawableRows = new List<Box>();
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private int filled;
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public int Filled
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{
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get { return filled; }
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set
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{
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if (value == filled) return;
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filled = value;
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fillActive();
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}
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}
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private ColumnState state;
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public ColumnState State
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{
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get { return state; }
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set
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{
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if (value == state) return;
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state = value;
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fillActive();
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}
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}
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public Column(Color4 litColour)
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{
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Size = new Vector2(WIDTH, HEIGHT);
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this.litColour = litColour;
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for (int r = 0; r < cube_count; r++)
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{
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drawableRows.Add(new Box
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{
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EdgeSmoothness = new Vector2(padding / 4),
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Size = new Vector2(cube_size),
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Position = new Vector2(0, r * WIDTH + padding),
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});
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}
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Children = drawableRows;
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// Reverse drawableRows so when iterating through them they start at the bottom
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drawableRows.Reverse();
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}
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private void fillActive()
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{
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Color4 colour = State == ColumnState.Lit ? litColour : dimmedColour;
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for (int i = 0; i < drawableRows.Count; i++)
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{
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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
|
||||
}
|
||||
}
|
||||
}
|
@ -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" />
|
||||
|
Loading…
Reference in New Issue
Block a user