// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using System.Linq; using osu.Framework; using osu.Framework.Caching; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using OpenTK; using OpenTK.Graphics; using osu.Framework.Graphics.Shapes; namespace osu.Game.Screens.Play { public class SquareGraph : BufferedContainer { private Column[] columns = { }; public int ColumnCount => columns.Length; public override bool HandleInput => false; private int progress; public int Progress { get { return progress; } set { if (value == progress) return; progress = value; redrawProgress(); } } private float[] calculatedValues = { }; // values but adjusted to fit the amount of columns private int[] values; public int[] Values { get { return values; } set { if (value == values) return; values = value; layout.Invalidate(); } } private Color4 fillColour; public Color4 FillColour { get { return fillColour; } set { if (value == fillColour) return; fillColour = value; redrawFilled(); } } public SquareGraph() { CacheDrawnFrameBuffer = true; } private Cached layout = new Cached(); public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true) { if ((invalidation & Invalidation.DrawSize) > 0) layout.Invalidate(); return base.Invalidate(invalidation, source, shallPropagate); } protected override void Update() { base.Update(); if (!layout.IsValid) { recreateGraph(); layout.Validate(); } } /// /// Redraws all the columns to match their lit/dimmed state. /// private void redrawProgress() { for (int i = 0; i < columns.Length; i++) columns[i].State = i <= progress ? ColumnState.Lit : ColumnState.Dimmed; ForceRedraw(); } /// /// Redraws the filled amount of all the columns. /// private void redrawFilled() { for (int i = 0; i < ColumnCount; i++) columns[i].Filled = calculatedValues.ElementAtOrDefault(i); ForceRedraw(); } /// /// Takes and adjusts it to fit the amount of columns. /// private void recalculateValues() { var newValues = new List(); if (values == null) { for (float i = 0; i < ColumnCount; i++) newValues.Add(0); return; } var max = values.Max(); float step = values.Length / (float)ColumnCount; for (float i = 0; i < values.Length; i += step) { newValues.Add((float)values[(int)i] / max); } calculatedValues = newValues.ToArray(); } /// /// Recreates the entire graph. /// private void recreateGraph() { var newColumns = new List(); for (float x = 0; x < DrawWidth; x += Column.WIDTH) { newColumns.Add(new Column { LitColour = fillColour, Anchor = Anchor.BottomLeft, Origin = Anchor.BottomLeft, Height = DrawHeight, Position = new Vector2(x, 0), State = ColumnState.Dimmed, }); } columns = newColumns.ToArray(); Children = columns; recalculateValues(); redrawFilled(); redrawProgress(); } public class Column : Container, IStateful { protected readonly Color4 EmptyColour = Color4.White.Opacity(20); public Color4 LitColour = Color4.LightBlue; protected readonly Color4 DimmedColour = Color4.White.Opacity(140); private float cubeCount => DrawHeight / WIDTH; private const float cube_size = 4; private const float padding = 2; public const float WIDTH = cube_size + padding; private readonly List drawableRows = new List(); private float filled; public float Filled { get { return filled; } set { if (value == filled) return; filled = value; fillActive(); } } private ColumnState state; public ColumnState State { get { return state; } set { if (value == state) return; state = value; if (IsLoaded) fillActive(); } } public Column() { Width = WIDTH; } protected override void LoadComplete() { for (int r = 0; r < cubeCount; r++) { drawableRows.Add(new Box { Size = new Vector2(cube_size), Position = new Vector2(0, r * WIDTH + padding), }); } Children = drawableRows; // Reverse drawableRows so when iterating through them they start at the bottom drawableRows.Reverse(); fillActive(); } private void fillActive() { Color4 colour = State == ColumnState.Lit ? LitColour : DimmedColour; int countFilled = (int)MathHelper.Clamp(filled * drawableRows.Count, 0, drawableRows.Count); for (int i = 0; i < drawableRows.Count; i++) drawableRows[i].Colour = i < countFilled ? colour : EmptyColour; } } public enum ColumnState { Lit, Dimmed } } }