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Implement animation for RankedPlayBottomOrnament (#37504)
Based off of https://github.com/ppy/osu/pull/37478 with some improvements such as: * Simpler `progress` handling (single adjustable value instead of 2) * 2 less drawable paths (replaced with circlular containers) * Reworked remaining paths to have as little texture sizes as possible --------- Co-authored-by: Krzysztof Gutkowski <krzysio.gutkowski@gmail.com> Co-authored-by: Dean Herbert <pe@ppy.sh>
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@@ -0,0 +1,53 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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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.Shapes;
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using osu.Game.Screens.OnlinePlay.Matchmaking;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.RankedPlay
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{
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public partial class TestSceneRankedPlayBottomOrnament : OsuTestScene
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{
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private readonly TestOrnament ornament;
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public TestSceneRankedPlayBottomOrnament()
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{
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Child = new Container
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{
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Width = 400,
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Height = 24,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Gray,
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},
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ornament = new TestOrnament(),
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}
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};
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}
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[Test]
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public void TestAnimations()
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{
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AddStep("hide", () => ornament.Hide());
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AddStep("show", () => ornament.Show());
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AddSliderStep("Progress", 0f, 1f, 0f, p => ornament.Progress = p);
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}
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private partial class TestOrnament : RankedPlayBottomOrnament
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{
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public new float Progress
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{
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set => base.Progress = value;
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}
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}
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}
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}
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@@ -1,15 +1,17 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.LocalisationExtensions;
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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.Effects;
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using osu.Framework.Graphics.Lines;
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using osu.Framework.Layout;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Localisation;
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@@ -28,24 +30,59 @@ namespace osu.Game.Screens.OnlinePlay.Matchmaking
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private const int width = 400;
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private const int height = 24;
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protected override bool StartHidden => true;
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protected override bool BlockPositionalInput => false;
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private readonly SliderPath sliderPath;
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private Path pathLeft = null!;
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private Path pathRight = null!;
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private Path pathCenter = null!;
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private Path pathCenterWide = null!;
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private Circle centerLine = null!;
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private Circle centerLineThick = null!;
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private readonly LayoutValue layout = new LayoutValue(Invalidation.DrawSize);
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private readonly Bindable<float> progressBindable = new Bindable<float>();
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protected override bool StartHidden => true;
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protected float Progress
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{
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get => progressBindable.Value;
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set => progressBindable.Value = value;
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}
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public RankedPlayBottomOrnament()
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{
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const int top = 2; // to account for the middle segment being twice as wide
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const int bottom = 10;
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const int curve_smoothness = 5;
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const int left_start = 0;
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const int left_corner = 10;
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const int left_end = 20;
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var diagonalDirLeft = (new Vector2(left_start, bottom) - new Vector2(left_corner, top)).Normalized();
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const float right_start = width;
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const float right_corner = right_start - 10;
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const float right_end = right_start - 20;
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var diagonalDirRight = (new Vector2(right_start, bottom) - new Vector2(right_corner, top)).Normalized();
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sliderPath = new SliderPath(new[]
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{
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new PathControlPoint(new Vector2(left_start, bottom), PathType.BEZIER),
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new PathControlPoint(new Vector2(left_corner, top) + diagonalDirLeft * curve_smoothness),
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new PathControlPoint(new Vector2(left_corner, top)),
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new PathControlPoint(new Vector2(left_end, top), PathType.LINEAR),
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new PathControlPoint(new Vector2(right_end, top), PathType.BEZIER),
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new PathControlPoint(new Vector2(right_corner, top)),
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new PathControlPoint(new Vector2(right_corner, top) + diagonalDirRight * curve_smoothness),
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new PathControlPoint(new Vector2(right_start, bottom)),
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});
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Width = width;
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Height = height;
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Alpha = 0;
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Masking = true;
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@@ -70,26 +107,26 @@ namespace osu.Game.Screens.OnlinePlay.Matchmaking
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{
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pathLeft = new SmoothPath
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.BottomRight,
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PathRadius = 1,
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},
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pathCenter = new SmoothPath
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centerLine = new Circle
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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PathRadius = 1,
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RelativeSizeAxes = Axes.X,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Y = 1,
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Height = 2,
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},
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pathCenterWide = new SmoothPath
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centerLineThick = new Circle
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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PathRadius = 2,
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RelativeSizeAxes = Axes.X,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Height = 4,
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},
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pathRight = new SmoothPath
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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PathRadius = 1,
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},
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},
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@@ -106,73 +143,71 @@ namespace osu.Game.Screens.OnlinePlay.Matchmaking
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};
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}
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private void recomputePaths()
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protected override void LoadComplete()
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{
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const int top = 2; // to account for the middle segment being twice as wide
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const int bottom = 10;
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const int curve_smoothness = 5;
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pathCenter.AddVertex(new Vector2(30, top));
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pathCenter.AddVertex(new Vector2(DrawWidth - 30, top));
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pathCenterWide.AddVertex(new Vector2(60, top));
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pathCenterWide.AddVertex(new Vector2(DrawWidth - 60, top));
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const int left_start = 0;
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const int left_corner = 10;
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const int left_end = 20;
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List<Vector2> vertices = new List<Vector2>();
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var diagonalDirLeft = (new Vector2(left_start, bottom) - new Vector2(left_corner, top)).Normalized();
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var sliderPathLeft = new SliderPath(new[]
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{
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new PathControlPoint(new Vector2(left_start, bottom), PathType.LINEAR),
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new PathControlPoint(new Vector2(left_corner, top) + diagonalDirLeft * curve_smoothness, PathType.BEZIER),
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new PathControlPoint(new Vector2(left_corner, top)),
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new PathControlPoint(new Vector2(left_end, top), PathType.LINEAR),
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});
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sliderPathLeft.GetPathToProgress(vertices, 0.0, 1.0);
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pathLeft.Vertices = vertices;
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float rightStart = DrawWidth;
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float rightCorner = rightStart - 10;
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float rightEnd = rightStart - 20;
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var diagonalDirRight = (new Vector2(rightStart, bottom) - new Vector2(rightCorner, top)).Normalized();
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var sliderPathRight = new SliderPath(new[]
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{
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new PathControlPoint(new Vector2(rightStart, bottom), PathType.LINEAR),
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new PathControlPoint(new Vector2(rightCorner, top) + diagonalDirRight * curve_smoothness, PathType.BEZIER),
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new PathControlPoint(new Vector2(rightCorner, top)),
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new PathControlPoint(new Vector2(rightEnd, top), PathType.LINEAR),
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});
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sliderPathRight.GetPathToProgress(vertices, 0.0, 1.0);
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pathRight.Vertices = vertices;
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base.LoadComplete();
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progressBindable.BindValueChanged(progress => recomputePaths(progress.NewValue), true);
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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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private readonly List<Vector2> vertices = new List<Vector2>();
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if (!layout.IsValid)
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private void recomputePaths(float newProgress)
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{
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centerLineThick.Width = Math.Clamp(newProgress, 0f, 0.7f);
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centerLine.Width = Math.Clamp(newProgress, 0f, 0.85f);
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if (newProgress > 0.9f)
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{
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recomputePaths();
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layout.Validate();
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pathLeft.Alpha = 1;
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pathRight.Alpha = 1;
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vertices.Clear();
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sliderPath.GetPathToProgress(vertices, 0.5f - newProgress * 0.5f, 0.05f);
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Vector2 lastVertex = vertices[^1];
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Vector2 firstVertex = vertices[0];
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for (int i = 0; i < vertices.Count; i++)
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vertices[i] -= firstVertex;
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pathLeft.Vertices = vertices;
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pathLeft.Position = pathLeft.PositionInBoundingBox(lastVertex);
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vertices.Clear();
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sliderPath.GetPathToProgress(vertices, 0.95f, 0.5f + newProgress * 0.5f);
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firstVertex = vertices[0];
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for (int i = 0; i < vertices.Count; i++)
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vertices[i] -= firstVertex;
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pathRight.Vertices = vertices;
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pathRight.Position = pathRight.PositionInBoundingBox(firstVertex) - new Vector2(pathRight.PathRadius * 2);
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}
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else
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{
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pathLeft.Alpha = 0;
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pathRight.Alpha = 0;
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}
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}
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private const int duration = 1200;
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private const Easing easing = Easing.OutExpo;
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protected override void PopIn()
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{
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this.FadeIn(500, Easing.OutQuint);
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// TODO: animate this better.
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this.MoveToY(5)
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.Delay(550)
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.MoveToY(0, duration - 550, easing);
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this.FadeIn(duration, easing)
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.TransformTo(nameof(Progress), 1f, duration, easing);
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}
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protected override void PopOut()
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{
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this.FadeOut(500, Easing.OutQuint);
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this.MoveToY(5, duration / 2f, Easing.In);
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this.FadeOut(duration, easing)
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.TransformTo(nameof(Progress), 0f, duration, easing);
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}
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}
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}
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