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49
osu.Desktop.VisualTests/Tests/TestCaseSongProgress.cs
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49
osu.Desktop.VisualTests/Tests/TestCaseSongProgress.cs
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@ -0,0 +1,49 @@
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// Copyright (c) 2007-2017 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 osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Modes.Objects;
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using osu.Game.Screens.Play;
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namespace osu.Desktop.VisualTests.Tests
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{
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internal class TestCaseSongProgress : TestCase
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{
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public override string Description => @"With fake data";
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private SongProgress progress;
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public override void Reset()
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{
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base.Reset();
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Add(progress = new SongProgress
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{
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AudioClock = new StopwatchClock(true),
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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});
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AddStep("Toggle Bar", progress.ToggleBar);
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AddWaitStep(5);
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AddStep("Toggle Bar", progress.ToggleBar);
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AddWaitStep(2);
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AddRepeatStep("New Values", displayNewValues, 5);
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displayNewValues();
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}
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private void displayNewValues()
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{
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List<HitObject> objects = new List<HitObject>();
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for (double i = 0; i < 5000; i += RNG.NextDouble() * 10 + i / 1000)
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objects.Add(new HitObject { StartTime = i });
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progress.Objects = objects;
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}
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}
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}
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@ -207,6 +207,7 @@
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<Compile Include="VisualTestGame.cs" />
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<Compile Include="Platform\TestStorage.cs" />
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<Compile Include="Tests\TestCaseOptions.cs" />
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<Compile Include="Tests\TestCaseSongProgress.cs" />
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<Compile Include="Tests\TestCaseModSelectOverlay.cs" />
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<Compile Include="Tests\TestCaseDialogOverlay.cs" />
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<Compile Include="Tests\TestCaseBeatmapOptionsOverlay.cs" />
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@ -58,6 +58,8 @@ namespace osu.Game.Modes.UI
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/// </summary>
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public bool HasReplayLoaded => InputManager.ReplayInputHandler != null;
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public abstract IEnumerable<HitObject> Objects { get; }
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/// <summary>
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/// Whether all the HitObjects have been judged.
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/// </summary>
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@ -185,6 +187,8 @@ namespace osu.Game.Modes.UI
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private readonly Container content;
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public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
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protected HitRenderer(WorkingBeatmap beatmap)
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: base(beatmap)
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{
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@ -26,6 +26,7 @@ namespace osu.Game.Modes.UI
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public readonly ScoreCounter ScoreCounter;
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public readonly RollingCounter<double> AccuracyCounter;
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public readonly HealthDisplay HealthDisplay;
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public readonly SongProgress Progress;
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private Bindable<bool> showKeyCounter;
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private Bindable<bool> showHud;
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@ -37,6 +38,7 @@ namespace osu.Game.Modes.UI
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protected abstract RollingCounter<double> CreateAccuracyCounter();
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protected abstract ScoreCounter CreateScoreCounter();
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protected abstract HealthDisplay CreateHealthDisplay();
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protected abstract SongProgress CreateProgress();
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protected HudOverlay()
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{
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@ -53,6 +55,7 @@ namespace osu.Game.Modes.UI
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ScoreCounter = CreateScoreCounter(),
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AccuracyCounter = CreateAccuracyCounter(),
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HealthDisplay = CreateHealthDisplay(),
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Progress = CreateProgress(),
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}
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});
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}
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@ -57,6 +57,13 @@ namespace osu.Game.Modes.UI
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Position = new Vector2(0, 30),
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};
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protected override SongProgress CreateProgress() => new SongProgress()
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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};
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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@ -13,7 +13,7 @@ namespace osu.Game.Overlays
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{
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public class DragBar : Container
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{
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private readonly Box fill;
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protected readonly Container Fill;
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public Action<float> SeekRequested;
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@ -27,7 +27,7 @@ namespace osu.Game.Overlays
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{
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enabled = value;
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if (!enabled)
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fill.Width = 0;
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Fill.Width = 0;
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}
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}
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@ -37,12 +37,20 @@ namespace osu.Game.Overlays
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Children = new Drawable[]
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{
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fill = new Box
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Fill = new Container
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{
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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Name = "FillContainer",
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.Both,
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Width = 0
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Width = 0,
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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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}
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}
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}
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};
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}
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@ -51,21 +59,23 @@ namespace osu.Game.Overlays
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{
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if (IsSeeking || !IsEnabled) return;
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updatePosition(position);
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updatePosition(position, false);
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}
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private void seek(InputState state)
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{
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if (!IsEnabled) return;
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float seekLocation = state.Mouse.Position.X / DrawWidth;
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if (!IsEnabled) return;
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SeekRequested?.Invoke(seekLocation);
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updatePosition(seekLocation);
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}
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private void updatePosition(float position)
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private void updatePosition(float position, bool easing = true)
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{
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position = MathHelper.Clamp(position, 0, 1);
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fill.TransformTo(() => fill.Width, position, 200, EasingTypes.OutQuint, new TransformSeek());
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Fill.TransformTo(() => Fill.Width, position, easing ? 200 : 0, EasingTypes.OutQuint, new TransformSeek());
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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@ -63,9 +63,7 @@ namespace osu.Game.Screens.Play
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config)
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{
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var beatmap = Beatmap.Beatmap;
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if (beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
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if (Beatmap.Beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
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{
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//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
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Exit();
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@ -126,6 +124,9 @@ namespace osu.Game.Screens.Play
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hudOverlay.BindProcessor(scoreProcessor);
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hudOverlay.BindHitRenderer(HitRenderer);
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hudOverlay.Progress.Objects = HitRenderer.Objects;
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hudOverlay.Progress.AudioClock = interpolatedSourceClock;
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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HitRenderer.OnAllJudged += onCompletion;
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@ -225,6 +226,7 @@ namespace osu.Game.Screens.Play
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lastPauseActionTime = Time.Current;
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hudOverlay.KeyCounter.IsCounting = false;
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hudOverlay.Progress.Show();
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pauseOverlay.Retries = RestartCount;
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pauseOverlay.Show();
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});
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@ -234,6 +236,7 @@ namespace osu.Game.Screens.Play
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{
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lastPauseActionTime = Time.Current;
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hudOverlay.KeyCounter.IsCounting = true;
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hudOverlay.Progress.Hide();
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pauseOverlay.Hide();
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sourceClock.Start();
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}
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142
osu.Game/Screens/Play/SongProgress.cs
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142
osu.Game/Screens/Play/SongProgress.cs
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@ -0,0 +1,142 @@
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// Copyright (c) 2007-2017 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 OpenTK;
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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.Primitives;
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using System;
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using System.Collections.Generic;
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using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using System.Linq;
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using osu.Framework.Timing;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Types;
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namespace osu.Game.Screens.Play
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{
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public class SongProgress : OverlayContainer
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{
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private const int progress_height = 5;
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protected override bool HideOnEscape => false;
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private static readonly Vector2 handle_size = new Vector2(14, 25);
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private const float transition_duration = 200;
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private readonly SongProgressBar bar;
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private readonly SongProgressGraph graph;
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public Action<double> OnSeek;
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public IClock AudioClock;
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private double lastHitTime => ((objects.Last() as IHasEndTime)?.EndTime ?? objects.Last().StartTime) + 1;
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private IEnumerable<HitObject> objects;
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public IEnumerable<HitObject> Objects
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{
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set
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{
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objects = value;
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const int granularity = 200;
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var interval = lastHitTime / granularity;
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var values = new int[granularity];
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foreach (var h in objects)
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{
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IHasEndTime end = h as IHasEndTime;
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int startRange = (int)(h.StartTime / interval);
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int endRange = (int)((end?.EndTime ?? h.StartTime) / interval);
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for (int i = startRange; i <= endRange; i++)
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values[i]++;
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}
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graph.Values = values;
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}
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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graph.FillColour = bar.FillColour = colours.BlueLighter;
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}
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public SongProgress()
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{
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RelativeSizeAxes = Axes.X;
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Height = progress_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
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Y = progress_height;
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Children = new Drawable[]
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{
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graph = new SongProgressGraph
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{
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Height = SongProgressGraph.Column.HEIGHT,
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Margin = new MarginPadding { Bottom = progress_height },
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},
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bar = new SongProgressBar(progress_height, SongProgressGraph.Column.HEIGHT, handle_size)
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{
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Alpha = 0,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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SeekRequested = delegate (float position)
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{
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OnSeek?.Invoke(position);
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},
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},
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};
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}
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protected override void LoadComplete()
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{
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State = Visibility.Visible;
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}
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private bool barVisible;
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public void ToggleBar()
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{
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barVisible = !barVisible;
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updateBarVisibility();
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}
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private void updateBarVisibility()
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{
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bar.FadeTo(barVisible ? 1 : 0, transition_duration, EasingTypes.In);
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MoveTo(new Vector2(0, barVisible ? 0 : progress_height), transition_duration, EasingTypes.In);
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}
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protected override void PopIn()
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{
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updateBarVisibility();
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FadeIn(500, EasingTypes.OutQuint);
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}
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protected override void PopOut()
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{
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FadeOut(100);
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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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double progress = (AudioClock?.CurrentTime ?? Time.Current) / lastHitTime;
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bar.UpdatePosition((float)progress);
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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}
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}
|
74
osu.Game/Screens/Play/SongProgressBar.cs
Normal file
74
osu.Game/Screens/Play/SongProgressBar.cs
Normal file
@ -0,0 +1,74 @@
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// Copyright (c) 2007-2017 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 OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Overlays;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
|
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namespace osu.Game.Screens.Play
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{
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public class SongProgressBar : DragBar
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{
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public Color4 FillColour
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{
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get { return Fill.Colour; }
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set { Fill.Colour = value; }
|
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}
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|
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public SongProgressBar(float barHeight, float handleBarHeight, Vector2 handleSize)
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{
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Height = barHeight + handleBarHeight + handleSize.Y;
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Fill.RelativeSizeAxes = Axes.X;
|
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Fill.Height = barHeight;
|
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|
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Add(new Box
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{
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Name = "Background",
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
|
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RelativeSizeAxes = Axes.X,
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Height = barHeight,
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Colour = Color4.Black,
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Alpha = 0.5f,
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Depth = 1
|
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});
|
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|
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Fill.Add(new Container
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{
|
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Origin = Anchor.BottomRight,
|
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Anchor = Anchor.BottomRight,
|
||||
Width = 2,
|
||||
Height = barHeight + handleBarHeight,
|
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Colour = Color4.White,
|
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Position = new Vector2(2, 0),
|
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Children = new Drawable[]
|
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{
|
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new Box
|
||||
{
|
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RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
new Container
|
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{
|
||||
Origin = Anchor.BottomCentre,
|
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Anchor = Anchor.TopCentre,
|
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Size = handleSize,
|
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CornerRadius = 5,
|
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Masking = true,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.White
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
235
osu.Game/Screens/Play/SongProgressGraph.cs
Normal file
235
osu.Game/Screens/Play/SongProgressGraph.cs
Normal file
@ -0,0 +1,235 @@
|
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public class SongProgressGraph : BufferedContainer
|
||||
{
|
||||
private Column[] columns = { };
|
||||
|
||||
public int ColumnCount => columns.Length;
|
||||
|
||||
public override bool HandleInput => false;
|
||||
|
||||
private int progress;
|
||||
public int Progress
|
||||
{
|
||||
get { return progress; }
|
||||
set
|
||||
{
|
||||
if (value == progress) return;
|
||||
progress = value;
|
||||
|
||||
redrawProgress();
|
||||
}
|
||||
}
|
||||
|
||||
private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
|
||||
private int[] values;
|
||||
public int[] Values
|
||||
{
|
||||
get { return values; }
|
||||
set
|
||||
{
|
||||
if (value == values) return;
|
||||
values = value;
|
||||
recreateGraph();
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 fillColour;
|
||||
public Color4 FillColour
|
||||
{
|
||||
get { return fillColour; }
|
||||
set
|
||||
{
|
||||
if (value == fillColour) return;
|
||||
fillColour = value;
|
||||
|
||||
redrawFilled();
|
||||
}
|
||||
}
|
||||
|
||||
public SongProgressGraph()
|
||||
{
|
||||
CacheDrawnFrameBuffer = true;
|
||||
PixelSnapping = true;
|
||||
}
|
||||
|
||||
private float lastDrawWidth;
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// todo: Recreating in update is probably not the best idea
|
||||
if (DrawWidth == lastDrawWidth) return;
|
||||
recreateGraph();
|
||||
lastDrawWidth = DrawWidth;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Redraws all the columns to match their lit/dimmed state.
|
||||
/// </summary>
|
||||
private void redrawProgress()
|
||||
{
|
||||
for (int i = 0; i < columns.Length; i++)
|
||||
{
|
||||
columns[i].State = i <= progress ? ColumnState.Lit : ColumnState.Dimmed;
|
||||
}
|
||||
|
||||
ForceRedraw();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Redraws the filled amount of all the columns.
|
||||
/// </summary>
|
||||
private void redrawFilled()
|
||||
{
|
||||
for (int i = 0; i < ColumnCount; i++)
|
||||
{
|
||||
columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
|
||||
/// </summary>
|
||||
private void recalculateValues()
|
||||
{
|
||||
var newValues = new List<int>();
|
||||
|
||||
if (values == null)
|
||||
{
|
||||
for (float i = 0; i < ColumnCount; i++)
|
||||
newValues.Add(0);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float step = values.Length / (float)ColumnCount;
|
||||
for (float i = 0; i < values.Length; i += step)
|
||||
{
|
||||
newValues.Add(values[(int)i]);
|
||||
}
|
||||
|
||||
calculatedValues = newValues.ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recreates the entire graph.
|
||||
/// </summary>
|
||||
private void recreateGraph()
|
||||
{
|
||||
var newColumns = new List<Column>();
|
||||
|
||||
for (float x = 0; x < DrawWidth; x += Column.WIDTH)
|
||||
{
|
||||
newColumns.Add(new Column(fillColour)
|
||||
{
|
||||
Anchor = Anchor.BottomLeft,
|
||||
Origin = Anchor.BottomLeft,
|
||||
Position = new Vector2(x, 0),
|
||||
State = ColumnState.Dimmed,
|
||||
});
|
||||
}
|
||||
|
||||
columns = newColumns.ToArray();
|
||||
Children = columns;
|
||||
|
||||
recalculateValues();
|
||||
redrawFilled();
|
||||
redrawProgress();
|
||||
}
|
||||
|
||||
public class Column : Container, IStateful<ColumnState>
|
||||
{
|
||||
private readonly Color4 emptyColour = Color4.White.Opacity(100);
|
||||
private readonly Color4 litColour;
|
||||
private readonly Color4 dimmedColour = Color4.White.Opacity(175);
|
||||
|
||||
private const float cube_count = 6;
|
||||
private const float cube_size = 4;
|
||||
private const float padding = 2;
|
||||
public const float WIDTH = cube_size + padding;
|
||||
public const float HEIGHT = cube_count * WIDTH + padding;
|
||||
|
||||
private readonly List<Box> drawableRows = new List<Box>();
|
||||
|
||||
private int filled;
|
||||
public int Filled
|
||||
{
|
||||
get { return filled; }
|
||||
set
|
||||
{
|
||||
if (value == filled) return;
|
||||
filled = value;
|
||||
|
||||
fillActive();
|
||||
}
|
||||
}
|
||||
|
||||
private ColumnState state;
|
||||
public ColumnState State
|
||||
{
|
||||
get { return state; }
|
||||
set
|
||||
{
|
||||
if (value == state) return;
|
||||
state = value;
|
||||
|
||||
fillActive();
|
||||
}
|
||||
}
|
||||
|
||||
public Column(Color4 litColour)
|
||||
{
|
||||
Size = new Vector2(WIDTH, HEIGHT);
|
||||
this.litColour = litColour;
|
||||
|
||||
for (int r = 0; r < cube_count; r++)
|
||||
{
|
||||
drawableRows.Add(new Box
|
||||
{
|
||||
EdgeSmoothness = new Vector2(padding / 4),
|
||||
Size = new Vector2(cube_size),
|
||||
Position = new Vector2(0, r * WIDTH + padding),
|
||||
});
|
||||
}
|
||||
|
||||
Children = drawableRows;
|
||||
|
||||
// Reverse drawableRows so when iterating through them they start at the bottom
|
||||
drawableRows.Reverse();
|
||||
}
|
||||
|
||||
private void fillActive()
|
||||
{
|
||||
Color4 colour = State == ColumnState.Lit ? litColour : dimmedColour;
|
||||
|
||||
for (int i = 0; i < drawableRows.Count; i++)
|
||||
{
|
||||
if (Filled == 0) // i <= Filled doesn't work for zero fill
|
||||
drawableRows[i].Colour = emptyColour;
|
||||
else
|
||||
drawableRows[i].Colour = i <= Filled ? colour : emptyColour;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum ColumnState
|
||||
{
|
||||
Lit,
|
||||
Dimmed
|
||||
}
|
||||
}
|
||||
}
|
@ -337,6 +337,9 @@
|
||||
<Compile Include="Screens\Select\SearchTextBox.cs" />
|
||||
<Compile Include="Screens\Select\FooterButton.cs" />
|
||||
<Compile Include="Screens\Select\Footer.cs" />
|
||||
<Compile Include="Screens\Play\SongProgress.cs" />
|
||||
<Compile Include="Screens\Play\SongProgressGraph.cs" />
|
||||
<Compile Include="Screens\Play\SongProgressBar.cs" />
|
||||
<Compile Include="Screens\Play\Pause\PauseProgressBar.cs" />
|
||||
<Compile Include="Screens\Play\Pause\PauseProgressGraph.cs" />
|
||||
<Compile Include="Overlays\Mods\ModSelectOverlay.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user