// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Edit.Compose.Components.Timeline { public partial class TopPointPiece : CompositeDrawable { protected readonly ControlPoint Point; protected OsuSpriteText Label { get; private set; } = null!; private const float width = 80; public TopPointPiece(ControlPoint point) { Point = point; Width = width; Height = 16; Margin = new MarginPadding { Vertical = 4 }; Origin = Anchor.TopCentre; Anchor = Anchor.TopCentre; } [BackgroundDependencyLoader] private void load(OsuColour colours) { const float corner_radius = 4; const float arrow_extension = 3; const float triangle_portion = 15; InternalChildren = new Drawable[] { // This is a triangle, trust me. // Doing it this way looks okay. Doing it using Triangle primitive is basically impossible. new Container { Colour = Point.GetRepresentingColour(colours), X = -corner_radius, Size = new Vector2(triangle_portion * arrow_extension, Height), Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Masking = true, CornerRadius = Height, CornerExponent = 1.4f, Children = new Drawable[] { new Box { Colour = Color4.White, RelativeSizeAxes = Axes.Both, }, } }, new Container { RelativeSizeAxes = Axes.Y, Width = width - triangle_portion, Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, Colour = Point.GetRepresentingColour(colours), Masking = true, CornerRadius = corner_radius, Child = new Box { Colour = Color4.White, RelativeSizeAxes = Axes.Both, }, }, Label = new OsuSpriteText { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, Padding = new MarginPadding(3), Font = OsuFont.Default.With(size: 14, weight: FontWeight.SemiBold), Colour = colours.B5, } }; } } }