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Add coloured star counter
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@ -32,6 +32,11 @@ namespace osu.Game.Graphics.UserInterface
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private const float star_spacing = 4;
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public virtual FillDirection Direction
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{
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set => stars.Direction = value;
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}
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private float current;
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/// <summary>
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@ -66,7 +71,6 @@ namespace osu.Game.Graphics.UserInterface
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stars = new FillFlowContainer<Star>
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(star_spacing),
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ChildrenEnumerable = Enumerable.Range(0, StarCount).Select(_ => CreateStar())
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}
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@ -3,7 +3,9 @@
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#nullable disable
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using System;
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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 osuTK;
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using osu.Framework.Allocation;
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@ -17,6 +19,7 @@ using osu.Game.Graphics.Sprites;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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@ -25,11 +28,12 @@ namespace osu.Game.Screens.Select
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[Cached]
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public partial class BeatmapInfoWedgeV2 : VisibilityContainer
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{
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private const float shear_width = 36.75f;
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private const float shear_width = 21;
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private const int wedge_height = 120;
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private const float transition_duration = 250;
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private static readonly Vector2 wedged_container_shear = new Vector2(shear_width / SongSelect.WEDGE_HEIGHT, 0);
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private static readonly Vector2 wedged_container_shear = new Vector2(shear_width / wedge_height, 0);
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[Resolved]
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private IBindable<RulesetInfo> ruleset { get; set; }
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@ -45,6 +49,7 @@ namespace osu.Game.Screens.Select
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private CancellationTokenSource cancellationSource;
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private readonly Container difficultyColourBar;
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private readonly StarCounter starCounter;
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public BeatmapInfoWedgeV2()
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{
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@ -52,14 +57,27 @@ namespace osu.Game.Screens.Select
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Shear = wedged_container_shear;
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Masking = true;
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Alpha = 0;
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Child = difficultyColourBar = new Container
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Children = new Drawable[]
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{
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Depth = float.MaxValue,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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RelativeSizeAxes = Axes.Y,
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Width = 40,
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Child = new Box { RelativeSizeAxes = Axes.Both }
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difficultyColourBar = new Container
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{
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Depth = float.MaxValue,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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RelativeSizeAxes = Axes.Y,
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Width = 40,
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Child = new Box { RelativeSizeAxes = Axes.Both }
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},
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starCounter = new StarCounter
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.Centre,
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Scale = new Vector2(0.4f),
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Shear = -wedged_container_shear,
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X = -15,
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Direction = FillDirection.Vertical
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}
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};
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}
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@ -67,6 +85,15 @@ namespace osu.Game.Screens.Select
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private void load()
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{
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ruleset.BindValueChanged(_ => updateDisplay());
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float starAngle = (float)(Math.Atan(shear_width / wedge_height) * (180 / Math.PI));
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//Applying the rotation directly to the StarCounter distorts the stars, hence it is applied to the child container
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starCounter.Children.First().Rotation = starAngle;
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//Makes sure the stars center themselves properly in the colour bar
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starCounter.Children.First().Anchor = Anchor.Centre;
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starCounter.Children.First().Origin = Anchor.Centre;
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}
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private const double animation_duration = 800;
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@ -267,8 +294,12 @@ namespace osu.Game.Screens.Select
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starRatingDisplay.DisplayedStars.BindValueChanged(s =>
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{
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wedge.difficultyColourBar.FadeColour(colours.ForStarDifficulty(s.NewValue));
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wedge.starCounter.Colour = s.NewValue >= 6.5 ? colours.Orange1 : Colour4.Black.Opacity(0.75f);
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wedge.starCounter.Current = (float)s.NewValue;
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wedge.difficultyColourBar.FadeColour(colours.ForStarDifficulty(s.NewValue), 750, Easing.OutQuint);
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}, true);
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starDifficulty.BindValueChanged(s =>
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{
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starRatingDisplay.Current.Value = s.NewValue ?? default;
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