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Move dimming logic to custom scroll container

This commit is contained in:
Bartłomiej Dach 2022-04-26 22:35:18 +02:00
parent e9c9c764ca
commit 94d07e147f
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@ -61,7 +61,7 @@ namespace osu.Game.Overlays.Mods
private DifficultyMultiplierDisplay? multiplierDisplay;
private ModSettingsArea modSettingsArea = null!;
private OsuScrollContainer columnScroll = null!;
private ColumnScrollContainer columnScroll = null!;
private ColumnFlowContainer columnFlow = null!;
[BackgroundDependencyLoader]
@ -98,7 +98,7 @@ namespace osu.Game.Overlays.Mods
RelativePositionAxes = Axes.Both,
Children = new Drawable[]
{
columnScroll = new OsuScrollContainer(Direction.Horizontal)
columnScroll = new ColumnScrollContainer
{
RelativeSizeAxes = Axes.Both,
Masking = false,
@ -320,26 +320,32 @@ namespace osu.Game.Overlays.Mods
}
}
protected override void Update()
private class ColumnScrollContainer : OsuScrollContainer<ColumnFlowContainer>
{
base.Update();
// the bounds below represent the horizontal range of scroll items to be considered fully visible/active, in the scroll's internal coordinate space.
// note that clamping is applied to the left scroll bound to ensure scrolling past extents does not change the set of active columns.
float leftScrollBound = Math.Clamp(columnScroll.Current, 0, columnScroll.ScrollableExtent);
float rightScrollBound = leftScrollBound + columnScroll.DrawWidth;
foreach (var column in columnFlow)
public ColumnScrollContainer()
: base(Direction.Horizontal)
{
// DrawWidth/DrawPosition do not include shear effects, and we want to know the full extents of the columns post-shear,
// so we have to manually compensate.
// additionally note that columnFlow.Parent is not columnScroll, but rather it is the scroll's internal container.
// this is intentional in order to include margin of the columnFlow in calculations correctly and operate in the "scroll internal content space".
var topLeft = column.ToSpaceOfOtherDrawable(new Vector2(-column.DrawHeight * SHEAR, 0), columnFlow.Parent);
var topRight = column.ToSpaceOfOtherDrawable(new Vector2(column.DrawWidth, 0), columnFlow.Parent);
}
column.Active.Value = Precision.AlmostBigger(topLeft.X, leftScrollBound)
&& Precision.DefinitelyBigger(rightScrollBound, topRight.X);
protected override void Update()
{
base.Update();
// the bounds below represent the horizontal range of scroll items to be considered fully visible/active, in the scroll's internal coordinate space.
// note that clamping is applied to the left scroll bound to ensure scrolling past extents does not change the set of active columns.
float leftScrollBound = Math.Clamp(Current, 0, ScrollableExtent);
float rightScrollBound = leftScrollBound + DrawWidth;
foreach (var column in Child)
{
// DrawWidth/DrawPosition do not include shear effects, and we want to know the full extents of the columns post-shear,
// so we have to manually compensate.
var topLeft = column.ToSpaceOfOtherDrawable(new Vector2(-column.DrawHeight * SHEAR, 0), ScrollContent);
var topRight = column.ToSpaceOfOtherDrawable(new Vector2(column.DrawWidth, 0), ScrollContent);
column.Active.Value = Precision.AlmostBigger(topLeft.X, leftScrollBound)
&& Precision.DefinitelyBigger(rightScrollBound, topRight.X);
}
}
}