// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osuTK; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Utils; using System; using System.Linq; using osu.Framework.Graphics.Sprites; namespace osu.Game.Graphics.UserInterface { public class StarCounter : Container { private readonly FillFlowContainer stars; /// /// Maximum amount of stars displayed. /// /// /// This does not limit the counter value, but the amount of stars displayed. /// public int StarCount { get; } /// /// The added delay for each subsequent star to be animated. /// protected virtual double AnimationDelay => 80; private const float star_spacing = 4; private float current; /// /// Amount of stars represented. /// public float Current { get => current; set { if (current == value) return; if (IsLoaded) animate(value); current = value; } } /// /// Shows a float count as stars. Used as star difficulty display. /// /// Maximum amount of stars to display. public StarCounter(int starCount = 10) { StarCount = Math.Max(starCount, 0); AutoSizeAxes = Axes.Both; Children = new Drawable[] { stars = new FillFlowContainer { AutoSizeAxes = Axes.Both, Direction = FillDirection.Horizontal, Spacing = new Vector2(star_spacing), ChildrenEnumerable = Enumerable.Range(0, StarCount).Select(i => CreateStar()) } }; } public virtual Star CreateStar() => new DefaultStar(); protected override void LoadComplete() { base.LoadComplete(); // Animate initial state from zero. ReplayAnimation(); } public void ResetCount() { current = 0; StopAnimation(); } public void ReplayAnimation() { var t = current; ResetCount(); Current = t; } public void StopAnimation() { animate(current); foreach (var star in stars.Children) star.FinishTransforms(true); } private float getStarScale(int i, float value) => i + 1 <= value ? 1.0f : Interpolation.ValueAt(value, 0, 1.0f, i, i + 1); private void animate(float newValue) { for (var i = 0; i < stars.Children.Count; i++) { var star = stars.Children[i]; star.ClearTransforms(true); double delay = (current <= newValue ? Math.Max(i - current, 0) : Math.Max(current - 1 - i, 0)) * AnimationDelay; using (star.BeginDelayedSequence(delay)) star.DisplayAt(getStarScale(i, newValue)); } } public class DefaultStar : Star { private const double scaling_duration = 1000; private const double fading_duration = 100; private const Easing scaling_easing = Easing.OutElasticHalf; private const float min_star_scale = 0.4f; private const float star_size = 20; public readonly SpriteIcon Icon; public DefaultStar() { Size = new Vector2(star_size); InternalChild = Icon = new SpriteIcon { Size = new Vector2(star_size), Icon = FontAwesome.Solid.Star, Anchor = Anchor.Centre, Origin = Anchor.Centre, }; } public override void DisplayAt(float scale) { scale = (float)Interpolation.Lerp(min_star_scale, 1, Math.Clamp(scale, 0, 1)); this.FadeTo(scale, fading_duration); Icon.ScaleTo(scale, scaling_duration, scaling_easing); } } public abstract class Star : CompositeDrawable { public abstract void DisplayAt(float scale); } } }