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Merge branch 'song-progress-graph' of https://github.com/DrabWeb/osu into song-progress-graph
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commit
546a3d0914
@ -21,9 +21,10 @@ namespace osu.Desktop.VisualTests.Tests
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Add(progress = new SongProgress
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Length = 100,
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});
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AddButton("Toggle Bar", progress.ToggleVisibility);
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@ -40,7 +41,8 @@ namespace osu.Desktop.VisualTests.Tests
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newValues.Add(RNG.Next(0, 11));
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}
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progress.DisplayValues(newValues.ToArray());
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progress.Values = newValues.ToArray();
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progress.CurrentTime = RNG.Next(0, 100);
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}
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}
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}
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@ -56,7 +56,8 @@ namespace osu.Game.Modes.UI
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Depth = -2, //make it on top of the pause overlay
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Depth = -2, //todo: find out why this doesn't put progress on top of PauseOverlay
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Values = new int[] { 3 }, //todo: removeme
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};
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}
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}
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@ -125,7 +125,8 @@ namespace osu.Game.Screens.Play
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Depth = -1,
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OnResume = delegate
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{
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hudOverlay.Progress.State = Visibility.Visible;
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hudOverlay.Progress.Hide();
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Delay(400);
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Schedule(Resume);
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},
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@ -138,6 +139,7 @@ namespace osu.Game.Screens.Play
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hitRenderer.InputManager.ReplayInputHandler = ReplayInputHandler;
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hudOverlay.BindHitRenderer(hitRenderer);
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hudOverlay.Progress.Length = Beatmap.Track.Length;
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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hitRenderer.OnAllJudged += onCompletion;
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@ -165,6 +167,13 @@ namespace osu.Game.Screens.Play
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};
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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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hudOverlay.Progress.CurrentTime = Beatmap.Track.CurrentTime;
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}
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private void initializeSkipButton()
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{
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const double skip_required_cutoff = 3000;
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@ -198,6 +207,7 @@ namespace osu.Game.Screens.Play
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{
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lastPauseActionTime = Time.Current;
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hudOverlay.KeyCounter.IsCounting = false;
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hudOverlay.Progress.Show();
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pauseOverlay.Retries = RestartCount;
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pauseOverlay.Show();
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sourceClock.Stop();
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@ -213,7 +223,7 @@ namespace osu.Game.Screens.Play
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{
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lastPauseActionTime = Time.Current;
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hudOverlay.KeyCounter.IsCounting = true;
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hudOverlay.Progress.State = Visibility.Hidden;
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hudOverlay.Progress.Hide();
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pauseOverlay.Hide();
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sourceClock.Start();
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IsPaused = false;
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@ -17,7 +17,7 @@ namespace osu.Game.Screens.Play
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private readonly int graph_height = 34;
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private readonly Vector2 handle_size = new Vector2(14, 25);
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private readonly Color4 fill_colour = new Color4(221, 255, 255, 255);
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private const float transition_duration = 100;
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private const float transition_duration = 200;
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private SongProgressBar bar;
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private SongProgressGraph graph;
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@ -35,21 +35,27 @@ namespace osu.Game.Screens.Play
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}
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}
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private double duration;
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public double Duration
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private double length;
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public double Length
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{
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get { return duration; }
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get { return length; }
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set
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{
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duration = value;
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length = value;
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updateProgress();
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}
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}
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public int[] Values
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{
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get { return graph.Values; }
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set { graph.Values = value; }
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}
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public SongProgress()
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{
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RelativeSizeAxes = Axes.X;
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Height = bar_height + graph_height + handle_size.Y;
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Height = bar_height + graph_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
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Children = new Drawable[]
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{
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@ -71,32 +77,31 @@ namespace osu.Game.Screens.Play
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Height = bar_height,
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SeekRequested = delegate (float position)
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{
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OnSeek?.Invoke(Duration * position);
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OnSeek?.Invoke(Length * position);
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}
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}
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};
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}
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public void DisplayValues(int[] values)
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{
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graph.Values = values;
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}
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private void updateProgress()
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{
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float currentProgress = (float)(CurrentTime / Duration);
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float currentProgress = (float)(CurrentTime / Length);
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bar.UpdatePosition(currentProgress);
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graph.Progress = (int)(graph.ColumnCount * currentProgress);
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}
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protected override void PopIn()
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{
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bar.IsEnabled = true;
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updateProgress(); //in case progress was changed while the bar was hidden
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bar.FadeTo(1f, transition_duration, EasingTypes.In);
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MoveTo(Vector2.Zero, transition_duration, EasingTypes.In);
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}
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protected override void PopOut()
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{
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bar.IsEnabled = false;
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bar.FadeTo(0f, transition_duration, EasingTypes.In);
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MoveTo(new Vector2(0f, bar_height), transition_duration, EasingTypes.In);
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}
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@ -2,10 +2,11 @@
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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.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using OpenTK.Graphics;
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using osu.Framework;
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using osu.Framework.Extensions.Color4Extensions;
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@ -13,7 +14,7 @@ namespace osu.Game.Screens.Play
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{
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public class SongProgressGraph : BufferedContainer
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{
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private Column[] columns;
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private Column[] columns = { };
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private float lastDrawWidth;
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public int ColumnCount => columns.Length;
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@ -82,7 +83,7 @@ namespace osu.Game.Screens.Play
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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[i];
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columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
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}
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}
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@ -119,11 +120,11 @@ namespace osu.Game.Screens.Play
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{
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var newColumns = new List<Column>();
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for (int x = 0; x < DrawWidth; x += 3)
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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
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{
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Position = new Vector2(x + 1, 0),
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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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@ -136,14 +137,19 @@ namespace osu.Game.Screens.Play
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redrawProgress();
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}
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private class Column : Container, IStateful<ColumnState>
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public class Column : Container, IStateful<ColumnState>
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{
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private readonly int rows = 11;
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private readonly Color4 emptyColour = Color4.White.Opacity(100);
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private readonly Color4 litColour = new Color4(221, 255, 255, 255);
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private readonly Color4 dimmedColour = Color4.White.Opacity(175);
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private List<Box> drawableRows = new List<Box>();
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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;
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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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@ -173,14 +179,15 @@ namespace osu.Game.Screens.Play
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public Column()
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{
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Size = new Vector2(4, rows * 3);
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Size = new Vector2(WIDTH, HEIGHT);
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for (int row = 0; row < rows * 3; row += 3)
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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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Size = new Vector2(2),
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Position = new Vector2(0, row + 1)
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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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Add(drawableRows[drawableRows.Count - 1]);
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@ -208,7 +215,7 @@ namespace osu.Game.Screens.Play
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}
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}
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private enum ColumnState
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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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104
osu.Game/Screens/Play/SongProgressGraphColumn.cs
Normal file
104
osu.Game/Screens/Play/SongProgressGraphColumn.cs
Normal file
@ -0,0 +1,104 @@
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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.Collections.Generic;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Extensions.Color4Extensions;
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namespace osu.Game.Screens.Play
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{
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public class SongProgressGraphColumn : Container
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{
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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;
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private readonly Color4 emptyColour = Color4.White.Opacity(100);
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private readonly Color4 litColour = SongProgress.FILL_COLOUR;
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private readonly Color4 dimmedColour = Color4.White.Opacity(175);
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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
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{
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return filled;
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}
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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
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{
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return state;
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}
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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 SongProgressGraphColumn()
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{
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Size = new Vector2(WIDTH, HEIGHT);
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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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Add(drawableRows[drawableRows.Count - 1]);
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}
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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
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{
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drawableRows[i].Colour = emptyColour;
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}
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else
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{
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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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}
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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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