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Merge pull request #12478 from bdach/combo-colours-display
Add read-only combo colour display to setup screen
This commit is contained in:
commit
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Graphics.UserInterfaceV2;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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public class TestSceneLabelledColourPalette : OsuTestScene
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{
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private LabelledColourPalette component;
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[Test]
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public void TestPalette([Values] bool hasDescription)
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{
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createColourPalette(hasDescription);
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AddRepeatStep("add random colour", () => component.Colours.Add(randomColour()), 4);
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AddStep("set custom prefix", () => component.ColourNamePrefix = "Combo");
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AddRepeatStep("remove random colour", () =>
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{
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if (component.Colours.Count > 0)
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component.Colours.RemoveAt(RNG.Next(component.Colours.Count));
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}, 8);
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}
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private void createColourPalette(bool hasDescription = false)
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{
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AddStep("create component", () =>
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{
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Child = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Width = 500,
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AutoSizeAxes = Axes.Y,
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Child = component = new LabelledColourPalette
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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ColourNamePrefix = "My colour #"
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}
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};
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component.Label = "a sample component";
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component.Description = hasDescription ? "this text describes the component" : string.Empty;
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component.Colours.AddRange(new[]
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{
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Color4.DarkRed,
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Color4.Aquamarine,
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Color4.Goldenrod,
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Color4.Gainsboro
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});
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});
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}
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private Color4 randomColour() => new Color4(
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RNG.NextSingle(),
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RNG.NextSingle(),
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RNG.NextSingle(),
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1);
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}
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}
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@ -94,6 +94,18 @@ namespace osu.Game.Graphics
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}
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}
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/// <summary>
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/// Returns a foreground text colour that is supposed to contrast well with
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/// the supplied <paramref name="backgroundColour"/>.
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/// </summary>
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public static Color4 ForegroundTextColourFor(Color4 backgroundColour)
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{
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// formula taken from the RGB->YIQ conversions: https://en.wikipedia.org/wiki/YIQ
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// brightness here is equivalent to the Y component in the above colour model, which is a rough estimate of lightness.
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float brightness = 0.299f * backgroundColour.R + 0.587f * backgroundColour.G + 0.114f * backgroundColour.B;
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return Gray(brightness > 0.5f ? 0.2f : 0.9f);
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}
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// See https://github.com/ppy/osu-web/blob/master/resources/assets/less/colors.less
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public readonly Color4 PurpleLighter = Color4Extensions.FromHex(@"eeeeff");
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public readonly Color4 PurpleLight = Color4Extensions.FromHex(@"aa88ff");
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107
osu.Game/Graphics/UserInterfaceV2/ColourDisplay.cs
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107
osu.Game/Graphics/UserInterfaceV2/ColourDisplay.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Localisation;
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using osu.Game.Graphics.Sprites;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.UserInterfaceV2
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{
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/// <summary>
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/// A component which displays a colour along with related description text.
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/// </summary>
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public class ColourDisplay : CompositeDrawable, IHasCurrentValue<Color4>
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{
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private readonly BindableWithCurrent<Color4> current = new BindableWithCurrent<Color4>();
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private Box fill;
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private OsuSpriteText colourHexCode;
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private OsuSpriteText colourName;
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public Bindable<Color4> Current
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{
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get => current.Current;
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set => current.Current = value;
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}
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private LocalisableString name;
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public LocalisableString ColourName
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{
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get => name;
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set
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{
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if (name == value)
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return;
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name = value;
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colourName.Text = name;
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AutoSizeAxes = Axes.Y;
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Width = 100;
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InternalChild = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 10),
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Children = new Drawable[]
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{
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new CircularContainer
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{
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RelativeSizeAxes = Axes.X,
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Height = 100,
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Masking = true,
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Children = new Drawable[]
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{
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fill = new Box
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{
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RelativeSizeAxes = Axes.Both
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},
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colourHexCode = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Default.With(size: 12)
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}
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}
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},
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colourName = new OsuSpriteText
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre
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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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base.LoadComplete();
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current.BindValueChanged(_ => updateColour(), true);
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}
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private void updateColour()
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{
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fill.Colour = current.Value;
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colourHexCode.Text = current.Value.ToHex();
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colourHexCode.Colour = OsuColour.ForegroundTextColourFor(current.Value);
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}
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}
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}
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119
osu.Game/Graphics/UserInterfaceV2/ColourPalette.cs
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119
osu.Game/Graphics/UserInterfaceV2/ColourPalette.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.UserInterfaceV2
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{
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/// <summary>
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/// A component which displays a collection of colours in individual <see cref="ColourDisplay"/>s.
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/// </summary>
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public class ColourPalette : CompositeDrawable
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{
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public BindableList<Color4> Colours { get; } = new BindableList<Color4>();
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private string colourNamePrefix = "Colour";
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public string ColourNamePrefix
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{
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get => colourNamePrefix;
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set
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{
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if (colourNamePrefix == value)
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return;
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colourNamePrefix = value;
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if (IsLoaded)
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reindexItems();
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}
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}
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private FillFlowContainer<ColourDisplay> palette;
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private Container placeholder;
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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InternalChildren = new Drawable[]
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{
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palette = new FillFlowContainer<ColourDisplay>
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Spacing = new Vector2(10),
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Direction = FillDirection.Full
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},
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placeholder = new Container
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Child = new OsuSpriteText
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Text = "(none)",
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Font = OsuFont.Default.With(weight: FontWeight.Bold)
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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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base.LoadComplete();
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Colours.BindCollectionChanged((_, __) => updatePalette(), true);
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FinishTransforms(true);
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}
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private const int fade_duration = 200;
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private void updatePalette()
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{
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palette.Clear();
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if (Colours.Any())
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{
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palette.FadeIn(fade_duration, Easing.OutQuint);
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placeholder.FadeOut(fade_duration, Easing.OutQuint);
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}
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else
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{
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palette.FadeOut(fade_duration, Easing.OutQuint);
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placeholder.FadeIn(fade_duration, Easing.OutQuint);
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}
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foreach (var item in Colours)
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{
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palette.Add(new ColourDisplay
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{
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Current = { Value = item }
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});
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}
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reindexItems();
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}
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private void reindexItems()
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{
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int index = 1;
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foreach (var colour in palette)
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{
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colour.ColourName = $"{colourNamePrefix} {index}";
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index += 1;
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}
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}
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}
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}
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26
osu.Game/Graphics/UserInterfaceV2/LabelledColourPalette.cs
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26
osu.Game/Graphics/UserInterfaceV2/LabelledColourPalette.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.UserInterfaceV2
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{
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public class LabelledColourPalette : LabelledDrawable<ColourPalette>
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{
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public LabelledColourPalette()
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: base(true)
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{
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}
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public BindableList<Color4> Colours => Component.Colours;
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public string ColourNamePrefix
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{
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get => Component.ColourNamePrefix;
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set => Component.ColourNamePrefix = value;
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}
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protected override ColourPalette CreateComponent() => new ColourPalette();
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}
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}
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@ -158,10 +158,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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circle.Colour = comboColour;
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var col = circle.Colour.TopLeft.Linear;
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float brightness = col.R + col.G + col.B;
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// decide the combo index colour based on brightness?
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colouredComponents.Colour = OsuColour.Gray(brightness > 0.5f ? 0.2f : 0.9f);
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colouredComponents.Colour = OsuColour.ForegroundTextColourFor(col);
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}
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protected override void Update()
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@ -46,6 +46,7 @@ namespace osu.Game.Screens.Edit
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public readonly IBeatmap PlayableBeatmap;
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[CanBeNull]
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public readonly ISkin BeatmapSkin;
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[Resolved]
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37
osu.Game/Screens/Edit/Setup/ColoursSection.cs
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37
osu.Game/Screens/Edit/Setup/ColoursSection.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Edit.Setup
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{
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internal class ColoursSection : SetupSection
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{
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public override LocalisableString Title => "Colours";
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private LabelledColourPalette comboColours;
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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comboColours = new LabelledColourPalette
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{
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Label = "Hitcircle / Slider Combos",
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ColourNamePrefix = "Combo"
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}
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};
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var colours = Beatmap.BeatmapSkin?.GetConfig<GlobalSkinColours, IReadOnlyList<Color4>>(GlobalSkinColours.ComboColours)?.Value;
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if (colours != null)
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comboColours.Colours.AddRange(colours);
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}
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}
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}
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@ -34,6 +34,7 @@ namespace osu.Game.Screens.Edit.Setup
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new ResourcesSection(),
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new MetadataSection(),
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new DifficultySection(),
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new ColoursSection()
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}
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},
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});
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