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refactor(SegmentedGraph): adjust tierCount based on passed Colours
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@ -52,6 +52,28 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddStep("beatmap density with granularity of 200", () => beatmapDensity());
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AddStep("beatmap density with granularity of 300", () => beatmapDensity(300));
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AddStep("reversed values from 1-10", () => graph.Values = Enumerable.Range(1, 10).Reverse().ToArray());
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AddStep("change colour", () =>
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{
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graph.TierColours = new[]
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{
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Colour4.White,
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Colour4.LightBlue,
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Colour4.Aqua,
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Colour4.Blue
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};
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});
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AddStep("reset colour", () =>
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{
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graph.TierColours = new[]
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{
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Colour4.Red,
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Colour4.OrangeRed,
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Colour4.Orange,
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Colour4.Yellow,
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Colour4.YellowGreen,
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Colour4.Green
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};
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});
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}
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private void sinFunction(int size = 100)
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@ -24,12 +24,15 @@ namespace osu.Game.Graphics.UserInterface
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private int[] tiers = Array.Empty<int>();
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private readonly SegmentManager segments;
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private readonly int tierCount;
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private int tierCount;
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public SegmentedGraph(int tierCount)
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public SegmentedGraph(int tierCount = 1)
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{
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this.tierCount = tierCount;
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tierColours = new Colour4[tierCount];
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tierColours = new[]
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{
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new Colour4(0, 0, 0, 0)
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};
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segments = new SegmentManager(tierCount);
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}
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@ -55,25 +58,8 @@ namespace osu.Game.Graphics.UserInterface
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if (value.Length == 0 || value == tierColours)
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return;
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if (value.Length == tierCount)
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{
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tierColours = value;
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}
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else if (value.Length < tierCount)
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{
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var colourList = new List<Colour4>(value);
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for (int i = value.Length; i < tierCount; i++)
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{
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colourList.Add(value.Last());
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}
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tierColours = colourList.ToArray();
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}
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else
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{
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tierColours = value[..tierCount];
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}
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tierCount = value.Length;
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tierColours = value;
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graphNeedsUpdate = true;
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}
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