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Merge pull request #12078 from peppy/make-ticks-more-visible
Adjust timeline ticks to be more visible
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commit
c4d7c70841
@ -4,7 +4,6 @@
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using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Colour;
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using osu.Game.Graphics;
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using osuTK.Graphics;
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@ -48,7 +47,7 @@ namespace osu.Game.Screens.Edit
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/// <param name="beatDivisor">The beat divisor.</param>
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/// <param name="colours">The set of colours.</param>
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/// <returns>The applicable colour from <paramref name="colours"/> for <paramref name="beatDivisor"/>.</returns>
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public static ColourInfo GetColourFor(int beatDivisor, OsuColour colours)
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public static Color4 GetColourFor(int beatDivisor, OsuColour colours)
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{
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switch (beatDivisor)
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{
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@ -132,7 +132,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
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int repeatIndex = placementIndex / beatDivisor.Value;
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return colour.MultiplyAlpha(0.5f / (repeatIndex + 1));
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return ColourInfo.SingleColour(colour).MultiplyAlpha(0.5f / (repeatIndex + 1));
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}
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}
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}
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@ -6,7 +6,9 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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@ -124,25 +126,28 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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if (beat == 0 && i == 0)
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nextMinTick = float.MinValue;
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var indexInBar = beat % ((int)point.TimeSignature * beatDivisor.Value);
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int indexInBar = beat % ((int)point.TimeSignature * beatDivisor.Value);
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var divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
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var colour = BindableBeatDivisor.GetColourFor(divisor, colours);
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bool isMainBeat = indexInBar == 0;
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// even though "bar lines" take up the full vertical space, we render them in two pieces because it allows for less anchor/origin churn.
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var height = indexInBar == 0 ? 0.5f : 0.1f - (float)divisor / highestDivisor * 0.08f;
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float height = isMainBeat ? 0.5f : 0.4f - (float)divisor / highestDivisor * 0.2f;
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float gradientOpacity = isMainBeat ? 1 : 0;
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var topPoint = getNextUsablePoint();
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topPoint.X = xPos;
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topPoint.Colour = colour;
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topPoint.Height = height;
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topPoint.Colour = ColourInfo.GradientVertical(colour, colour.Opacity(gradientOpacity));
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topPoint.Anchor = Anchor.TopLeft;
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topPoint.Origin = Anchor.TopCentre;
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var bottomPoint = getNextUsablePoint();
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bottomPoint.X = xPos;
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bottomPoint.Colour = colour;
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bottomPoint.Anchor = Anchor.BottomLeft;
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bottomPoint.Colour = ColourInfo.GradientVertical(colour.Opacity(gradientOpacity), colour);
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bottomPoint.Origin = Anchor.BottomCentre;
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bottomPoint.Height = height;
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}
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