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Separate slider body to bypass snaking logic
The snaking logic contains a lot of caching/optimisations and offsetting of the path which is tedious to re-compute when the path changes.
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public readonly DrawableHitCircle HeadCircle;
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public readonly DrawableSliderTail TailCircle;
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public readonly SliderBody Body;
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public readonly SnakingSliderBody Body;
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public readonly SliderBall Ball;
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public DrawableSlider(Slider s)
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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InternalChildren = new Drawable[]
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{
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Body = new SliderBody(s)
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Body = new SnakingSliderBody(s)
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{
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PathWidth = s.Scale * 64,
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},
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@ -0,0 +1,20 @@
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// Copyright (c) 2007-2018 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 OpenTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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/// <summary>
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/// A <see cref="SliderBody"/> with the ability to set the drawn vertices manually.
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/// </summary>
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public class ManualSliderBody : SliderBody
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{
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public new void SetVertices(IReadOnlyList<Vector2> vertices)
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{
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base.SetVertices(vertices);
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Size = Path.Size;
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}
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}
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}
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@ -1,24 +1,22 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Copyright (c) 2007-2018 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;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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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.Lines;
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using OpenTK.Graphics.ES30;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.ES30;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class SliderBody : Container, ISliderProgress
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public abstract class SliderBody : CompositeDrawable
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{
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private readonly SliderPath path;
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protected Path Path => path;
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private readonly BufferedContainer container;
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public float PathWidth
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@ -30,15 +28,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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/// <summary>
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/// Offset in absolute coordinates from the start of the curve.
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/// </summary>
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public Vector2 PathOffset { get; private set; }
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public readonly List<Vector2> CurrentCurve = new List<Vector2>();
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public readonly Bindable<bool> SnakingIn = new Bindable<bool>();
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public readonly Bindable<bool> SnakingOut = new Bindable<bool>();
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public double? SnakedStart { get; private set; }
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public double? SnakedEnd { get; private set; }
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public virtual Vector2 PathOffset => path.PositionInBoundingBox(path.Vertices[0]);
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/// <summary>
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/// Used to colour the path.
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@ -74,28 +64,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public Quad PathDrawQuad => container.ScreenSpaceDrawQuad;
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private Vector2 topLeftOffset;
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private readonly Slider slider;
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public SliderBody(Slider s)
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protected SliderBody()
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{
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slider = s;
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Children = new Drawable[]
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InternalChild = container = new BufferedContainer
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{
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container = new BufferedContainer
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{
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RelativeSizeAxes = Axes.Both,
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CacheDrawnFrameBuffer = true,
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Children = new Drawable[]
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{
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path = new SliderPath
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{
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Blending = BlendingMode.None,
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},
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}
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},
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RelativeSizeAxes = Axes.Both,
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CacheDrawnFrameBuffer = true,
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Child = path = new SliderPath { Blending = BlendingMode.None }
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};
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container.Attach(RenderbufferInternalFormat.DepthComponent16);
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@ -103,80 +78,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => path.ReceivePositionalInputAt(screenSpacePos);
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public void SetRange(double p0, double p1)
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/// <summary>
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/// Sets the vertices of the path which should be drawn by this <see cref="SliderBody"/>.
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/// </summary>
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/// <param name="vertices">The vertices</param>
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protected void SetVertices(IReadOnlyList<Vector2> vertices)
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{
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if (p0 > p1)
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MathHelper.Swap(ref p0, ref p1);
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if (updateSnaking(p0, p1))
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{
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// The path is generated such that its size encloses it. This change of size causes the path
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// to move around while snaking, so we need to offset it to make sure it maintains the
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// same position as when it is fully snaked.
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var newTopLeftOffset = path.PositionInBoundingBox(Vector2.Zero);
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path.Position = topLeftOffset - newTopLeftOffset;
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container.ForceRedraw();
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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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computeSize();
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}
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private void computeSize()
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{
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// Generate the entire curve
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slider.Curve.GetPathToProgress(CurrentCurve, 0, 1);
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foreach (Vector2 p in CurrentCurve)
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path.AddVertex(p);
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Size = path.Size;
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topLeftOffset = path.PositionInBoundingBox(Vector2.Zero);
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PathOffset = path.PositionInBoundingBox(CurrentCurve[0]);
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}
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private bool updateSnaking(double p0, double p1)
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{
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if (SnakedStart == p0 && SnakedEnd == p1) return false;
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SnakedStart = p0;
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SnakedEnd = p1;
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slider.Curve.GetPathToProgress(CurrentCurve, p0, p1);
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path.ClearVertices();
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foreach (Vector2 p in CurrentCurve)
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path.AddVertex(p);
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return true;
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}
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public void UpdateProgress(double completionProgress)
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{
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var span = slider.SpanAt(completionProgress);
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var spanProgress = slider.ProgressAt(completionProgress);
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double start = 0;
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double end = SnakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadeIn, 0, 1) : 1;
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if (span >= slider.SpanCount() - 1)
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{
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if (Math.Min(span, slider.SpanCount() - 1) % 2 == 1)
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{
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start = 0;
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end = SnakingOut ? spanProgress : 1;
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}
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else
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{
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start = SnakingOut ? spanProgress : 0;
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}
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}
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SetRange(start, end);
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path.Vertices = vertices;
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container.ForceRedraw();
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}
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private class SliderPath : SmoothPath
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@ -0,0 +1,105 @@
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// Copyright (c) 2007-2018 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;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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/// <summary>
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/// A <see cref="SliderBody"/> which changes its curve depending on the snaking progress.
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/// </summary>
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public class SnakingSliderBody : SliderBody, ISliderProgress
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{
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public readonly List<Vector2> CurrentCurve = new List<Vector2>();
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public readonly Bindable<bool> SnakingIn = new Bindable<bool>();
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public readonly Bindable<bool> SnakingOut = new Bindable<bool>();
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public double? SnakedStart { get; private set; }
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public double? SnakedEnd { get; private set; }
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public override Vector2 PathOffset => snakedPathOffset;
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/// <summary>
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/// The top-left position of the path when fully snaked.
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/// </summary>
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private Vector2 snakedPosition;
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/// <summary>
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/// The offset of the path from <see cref="snakedPosition"/> when fully snaked.
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/// </summary>
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private Vector2 snakedPathOffset;
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private readonly Slider slider;
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public SnakingSliderBody(Slider slider)
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{
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this.slider = slider;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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// Generate the entire curve
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slider.Curve.GetPathToProgress(CurrentCurve, 0, 1);
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SetVertices(CurrentCurve);
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// The body is sized to the full path size to avoid excessive autosize computations
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Size = Path.Size;
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snakedPosition = Path.PositionInBoundingBox(Vector2.Zero);
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snakedPathOffset = Path.PositionInBoundingBox(Path.Vertices[0]);
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}
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public void UpdateProgress(double completionProgress)
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{
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var span = slider.SpanAt(completionProgress);
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var spanProgress = slider.ProgressAt(completionProgress);
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double start = 0;
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double end = SnakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadeIn, 0, 1) : 1;
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if (span >= slider.SpanCount() - 1)
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{
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if (Math.Min(span, slider.SpanCount() - 1) % 2 == 1)
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{
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start = 0;
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end = SnakingOut ? spanProgress : 1;
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}
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else
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{
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start = SnakingOut ? spanProgress : 0;
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}
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}
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setRange(start, end);
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}
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private void setRange(double p0, double p1)
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{
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if (p0 > p1)
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MathHelper.Swap(ref p0, ref p1);
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if (SnakedStart == p0 && SnakedEnd == p1) return;
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SnakedStart = p0;
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SnakedEnd = p1;
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slider.Curve.GetPathToProgress(CurrentCurve, p0, p1);
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SetVertices(CurrentCurve);
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// The bounding box of the path expands as it snakes, which in turn shifts the position of the path.
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// Depending on the direction of expansion, it may appear as if the path is expanding towards the position of the slider
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// rather than expanding out from the position of the slider.
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// To remove this effect, the path's position is shifted towards its final snaked position
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Path.Position = snakedPosition - Path.PositionInBoundingBox(Vector2.Zero);
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}
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}
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}
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