using System.Linq; using osu.Framework.Graphics; using osu.Framework.Graphics.Lines; using OpenTK; namespace osu.Game.Tournament.Screens.Ladder.Components { public class ProgressionPath : Path { public DrawableMatchPairing Source { get; private set; } public DrawableMatchPairing Destination { get; private set; } public ProgressionPath(DrawableMatchPairing source, DrawableMatchPairing destination) { Source = source; Destination = destination; PathWidth = 3; BypassAutoSizeAxes = Axes.Both; } protected override void LoadComplete() { base.LoadComplete(); Vector2 getCenteredVector(Vector2 top, Vector2 bottom) => new Vector2(top.X, top.Y + (bottom.Y - top.Y) / 2); var q1 = Source.ScreenSpaceDrawQuad; var q2 = Destination.ScreenSpaceDrawQuad; float padding = q1.Width / 20; bool progressionToRight = q2.TopLeft.X > q1.TopLeft.X; if (!progressionToRight) { var temp = q2; q2 = q1; q1 = temp; } var c1 = getCenteredVector(q1.TopRight, q1.BottomRight) + new Vector2(padding, 0); var c2 = getCenteredVector(q2.TopLeft, q2.BottomLeft) - new Vector2(padding, 0); var p1 = c1; var p2 = p1 + new Vector2(padding, 0); if (p2.X > c2.X) { c2 = getCenteredVector(q2.TopRight, q2.BottomRight) + new Vector2(padding, 0); p2.X = c2.X + padding; } var p3 = new Vector2(p2.X, c2.Y); var p4 = new Vector2(c2.X, p3.Y); Positions = new[] { p1, p2, p3, p4 }.Select(ToLocalSpace).ToList(); } } }