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refactor(ArgonSongProgress): reorder layering and make density graph visible for past time

This commit is contained in:
tsrk 2023-01-17 13:16:47 +00:00
parent 66441d4421
commit d91aa341e5
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GPG Key ID: EBD46BB3049B56D6
3 changed files with 38 additions and 14 deletions

View File

@ -5,6 +5,7 @@ using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Configuration;
using osu.Game.Graphics;
@ -18,6 +19,7 @@ namespace osu.Game.Screens.Play.HUD
private readonly SongProgressInfo info;
private readonly ArgonSongProgressGraph graph;
private readonly ArgonSongProgressBar bar;
private readonly Container graphContainer;
private const float bar_height = 10;
@ -38,6 +40,8 @@ namespace osu.Game.Screens.Play.HUD
{
Anchor = Anchor.BottomCentre;
Origin = Anchor.BottomCentre;
Masking = true;
CornerRadius = 5;
Children = new Drawable[]
{
info = new SongProgressInfo
@ -48,20 +52,27 @@ namespace osu.Game.Screens.Play.HUD
RelativeSizeAxes = Axes.X,
ShowProgress = false
},
graph = new ArgonSongProgressGraph
{
Name = "Difficulty graph",
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
},
bar = new ArgonSongProgressBar(bar_height)
{
Name = "Seek bar",
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
OnSeek = time => player?.Seek(time),
}
},
graphContainer = new Container
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Masking = true,
CornerRadius = 5,
Child = graph = new ArgonSongProgressGraph
{
Name = "Difficulty graph",
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive
},
RelativeSizeAxes = Axes.X,
},
};
RelativeSizeAxes = Axes.X;
}
@ -111,7 +122,7 @@ namespace osu.Game.Screens.Play.HUD
{
base.Update();
Height = bar.Height + bar_height + info.Height;
graph.Height = bar.Height;
graphContainer.Height = bar.Height;
}
protected override void PopIn()

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@ -4,6 +4,7 @@
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
@ -30,12 +31,19 @@ namespace osu.Game.Screens.Play.HUD
private readonly BindableBool showBackground = new BindableBool();
private readonly ColourInfo mainColour;
private readonly ColourInfo mainColourDarkened;
private ColourInfo altColour;
private ColourInfo altColourDarkened;
public bool ShowBackground
{
get => showBackground.Value;
set => showBackground.Value = value;
}
public BindableBool Darken = new BindableBool();
private const float alpha_threshold = 2500;
public Action<double>? OnSeek { get; set; }
@ -91,6 +99,7 @@ namespace osu.Game.Screens.Play.HUD
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
Colour = Colour4.White.Darken(1 + 1 / 4f)
},
catchupBar = new RoundedBar
{
@ -107,11 +116,12 @@ namespace osu.Game.Screens.Play.HUD
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
CornerRadius = 5,
AccentColour = Color4.White,
AccentColour = mainColour = Color4.White,
RelativeSizeAxes = Axes.Both
},
};
catchupBaseDepth = catchupBar.Depth;
mainColourDarkened = Colour4.White.Darken(1 / 3f);
}
private void setupAlternateValue()
@ -135,13 +145,16 @@ namespace osu.Game.Screens.Play.HUD
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
catchupBar.AccentColour = colours.BlueLight;
catchupBar.AccentColour = altColour = colours.BlueLight;
altColourDarkened = colours.BlueLight.Darken(1 / 3f);
showBackground.BindValueChanged(_ => updateBackground(), true);
}
private void updateBackground()
{
background.FadeTo(showBackground.Value ? 1 : 0, 200, Easing.In);
background.FadeTo(showBackground.Value ? 1 / 4f : 0, 200, Easing.In);
catchupBar.TransformTo(nameof(catchupBar.AccentColour), ShowBackground ? altColour : altColourDarkened, 200, Easing.In);
playfieldBar.TransformTo(nameof(playfieldBar.AccentColour), ShowBackground ? mainColour : mainColourDarkened, 200, Easing.In);
}
protected override bool OnHover(HoverEvent e)

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@ -20,7 +20,7 @@ namespace osu.Game.Screens.Play.HUD
{
objects = value;
const int granularity = 300;
const int granularity = 200;
int[] values = new int[granularity];
if (!objects.Any())
@ -56,7 +56,7 @@ namespace osu.Game.Screens.Play.HUD
var colours = new List<Colour4>();
for (int i = 0; i < 5; i++)
colours.Add(Colour4.White.Opacity(1 / 5f * 0.85f));
colours.Add(Colour4.White.Darken(1 + 1 / 5f).Opacity(1 / 5f));
TierColours = colours;
}