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Merge pull request #21304 from EVAST9919/beatmap-bar
Rework BarGraph to use Quads
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commit
7944d9cefa
@ -3,6 +3,7 @@
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#nullable disable
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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@ -32,6 +33,7 @@ namespace osu.Game.Tests.Visual.Online
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AddStep("values from 1-10", () => graph.Values = Enumerable.Range(1, 10).Select(i => (float)i));
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AddStep("values from 1-100", () => graph.Values = Enumerable.Range(1, 100).Select(i => (float)i));
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AddStep("reversed values from 1-10", () => graph.Values = Enumerable.Range(1, 10).Reverse().Select(i => (float)i));
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AddStep("empty values", () => graph.Values = Array.Empty<float>());
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AddStep("Bottom to top", () => graph.Direction = BarDirection.BottomToTop);
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AddStep("Top to bottom", () => graph.Direction = BarDirection.TopToBottom);
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AddStep("Left to right", () => graph.Direction = BarDirection.LeftToRight);
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@ -109,15 +109,11 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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[Flags]
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public enum BarDirection
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{
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LeftToRight = 1,
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RightToLeft = 1 << 1,
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TopToBottom = 1 << 2,
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BottomToTop = 1 << 3,
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Vertical = TopToBottom | BottomToTop,
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Horizontal = LeftToRight | RightToLeft,
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LeftToRight,
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RightToLeft,
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TopToBottom,
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BottomToTop
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}
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}
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@ -5,15 +5,23 @@
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Utils;
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using System;
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namespace osu.Game.Graphics.UserInterface
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{
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public class BarGraph : FillFlowContainer<Bar>
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public class BarGraph : Drawable
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{
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private const int resize_duration = 250;
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private const Easing easing = Easing.InOutCubic;
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/// <summary>
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/// Manually sets the max value, if null <see cref="Enumerable.Max(IEnumerable{float})"/> is instead used
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/// </summary>
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@ -21,22 +29,21 @@ namespace osu.Game.Graphics.UserInterface
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private BarDirection direction = BarDirection.BottomToTop;
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public new BarDirection Direction
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public BarDirection Direction
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{
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get => direction;
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set
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{
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direction = value;
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base.Direction = direction.HasFlagFast(BarDirection.Horizontal) ? FillDirection.Vertical : FillDirection.Horizontal;
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if (direction == value)
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return;
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foreach (var bar in Children)
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{
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bar.Size = direction.HasFlagFast(BarDirection.Horizontal) ? new Vector2(1, 1.0f / Children.Count) : new Vector2(1.0f / Children.Count, 1);
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bar.Direction = direction;
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}
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direction = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private readonly BarsInfo bars = new BarsInfo();
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/// <summary>
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/// A list of floats that defines the length of each <see cref="Bar"/>
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/// </summary>
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@ -44,37 +51,199 @@ namespace osu.Game.Graphics.UserInterface
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{
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set
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{
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List<Bar> bars = Children.ToList();
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foreach (var bar in value.Select((length, index) => new { Value = length, Bar = bars.Count > index ? bars[index] : null }))
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if (!value.Any())
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{
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float length = MaxValue ?? value.Max();
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if (length != 0)
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length = bar.Value / length;
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float size = value.Count();
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if (size != 0)
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size = 1.0f / size;
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if (bar.Bar != null)
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{
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bar.Bar.Length = length;
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bar.Bar.Size = direction.HasFlagFast(BarDirection.Horizontal) ? new Vector2(1, size) : new Vector2(size, 1);
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}
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else
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{
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Add(new Bar
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{
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RelativeSizeAxes = Axes.Both,
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Size = direction.HasFlagFast(BarDirection.Horizontal) ? new Vector2(1, size) : new Vector2(size, 1),
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Length = length,
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Direction = Direction,
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});
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}
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bars.Clear();
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Invalidate(Invalidation.DrawNode);
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return;
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}
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//I'm using ToList() here because Where() returns an Enumerable which can change it's elements afterwards
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RemoveRange(Children.Where((_, index) => index >= value.Count()).ToList(), true);
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float maxLength = MaxValue ?? value.Max();
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bars.SetLengths(value.Select(v => maxLength == 0 ? 0 : Math.Max(0f, v / maxLength)).ToArray());
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animationStartTime = Clock.CurrentTime;
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animationComplete = false;
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}
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}
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private double animationStartTime;
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private bool animationComplete;
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private IShader shader = null!;
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private Texture texture = null!;
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[BackgroundDependencyLoader]
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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texture = renderer.WhitePixel;
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
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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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if (!bars.Any)
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return;
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double currentTime = Clock.CurrentTime;
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if (currentTime < animationStartTime + resize_duration)
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{
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bars.Animate(animationStartTime, currentTime);
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Invalidate(Invalidation.DrawNode);
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}
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else if (!animationComplete)
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{
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bars.FinishAnimation();
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Invalidate(Invalidation.DrawNode);
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animationComplete = true;
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}
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}
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protected override DrawNode CreateDrawNode() => new BarGraphDrawNode(this);
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private class BarGraphDrawNode : DrawNode
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{
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public new BarGraph Source => (BarGraph)base.Source;
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public BarGraphDrawNode(BarGraph source)
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: base(source)
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{
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}
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private IShader shader = null!;
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private Texture texture = null!;
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private Vector2 drawSize;
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private BarDirection direction;
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private float barBreadth;
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private readonly List<float> lengths = new List<float>();
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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drawSize = Source.DrawSize;
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direction = Source.direction;
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barBreadth = Source.bars.Breadth;
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lengths.Clear();
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lengths.AddRange(Source.bars.InstantaneousLengths);
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}
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public override void Draw(IRenderer renderer)
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{
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base.Draw(renderer);
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shader.Bind();
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for (int i = 0; i < lengths.Count; i++)
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{
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float barHeight = drawSize.Y * ((direction == BarDirection.TopToBottom || direction == BarDirection.BottomToTop) ? lengths[i] : barBreadth);
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float barWidth = drawSize.X * ((direction == BarDirection.LeftToRight || direction == BarDirection.RightToLeft) ? lengths[i] : barBreadth);
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Vector2 topLeft;
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switch (direction)
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{
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default:
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case BarDirection.LeftToRight:
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topLeft = new Vector2(0, i * barHeight);
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break;
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case BarDirection.RightToLeft:
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topLeft = new Vector2(drawSize.X - barWidth, i * barHeight);
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break;
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case BarDirection.TopToBottom:
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topLeft = new Vector2(i * barWidth, 0);
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break;
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case BarDirection.BottomToTop:
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topLeft = new Vector2(i * barWidth, drawSize.Y - barHeight);
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break;
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}
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renderer.DrawQuad(
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texture,
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new Quad(
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Vector2Extensions.Transform(topLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(topLeft + new Vector2(barWidth, 0), DrawInfo.Matrix),
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Vector2Extensions.Transform(topLeft + new Vector2(0, barHeight), DrawInfo.Matrix),
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Vector2Extensions.Transform(topLeft + new Vector2(barWidth, barHeight), DrawInfo.Matrix)
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),
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DrawColourInfo.Colour);
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}
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shader.Unbind();
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}
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}
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private class BarsInfo
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{
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public bool Any => Count > 0;
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public int Count { get; private set; }
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public float Breadth { get; private set; }
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public List<float> InstantaneousLengths { get; } = new List<float>();
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private readonly List<float> initialLengths = new List<float>();
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private readonly List<float> finalLengths = new List<float>();
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public void Clear() => SetLengths(Array.Empty<float>());
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public void SetLengths(float[] newLengths)
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{
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int newCount = newLengths.Length;
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for (int i = 0; i < newCount; i++)
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{
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// If we have an old bar at this index - change it's length
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if (i < Count)
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{
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initialLengths[i] = finalLengths[i];
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finalLengths[i] = newLengths[i];
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continue;
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}
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// If exceeded old bars count - add new one
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initialLengths.Add(0);
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finalLengths.Add(newLengths[i]);
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InstantaneousLengths.Add(0);
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}
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// Remove excessive bars
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if (Count > newCount)
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{
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int barsToRemove = Count - newCount;
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initialLengths.RemoveRange(newCount, barsToRemove);
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finalLengths.RemoveRange(newCount, barsToRemove);
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InstantaneousLengths.RemoveRange(newCount, barsToRemove);
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}
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Count = newCount;
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Breadth = Count == 0 ? 0 : (1f / Count);
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}
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public void Animate(double animationStartTime, double currentTime)
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{
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for (int i = 0; i < Count; i++)
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InstantaneousLengths[i] = Interpolation.ValueAt(currentTime, initialLengths[i], finalLengths[i], animationStartTime, animationStartTime + resize_duration, easing);
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}
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public void FinishAnimation()
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{
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for (int i = 0; i < Count; i++)
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InstantaneousLengths[i] = finalLengths[i];
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}
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}
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}
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