osu/osu.Game/Screens/Play/SongProgressGraph.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using System.Linq;
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using System.Collections.Generic;
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using osu.Framework;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Extensions.Color4Extensions;
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namespace osu.Game.Screens.Play
{
public class SongProgressGraph : BufferedContainer
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{
private Column[] columns = { };
private float lastDrawWidth;
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public int ColumnCount => columns.Length;
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public override bool HandleInput => false;
private int progress;
public int Progress
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{
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get { return progress; }
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set
{
if (value == progress) return;
progress = value;
redrawProgress();
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}
}
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private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
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private int[] values;
public int[] Values
{
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get { return values; }
set
{
if (value == values) return;
values = value;
recreateGraph();
}
}
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public SongProgressGraph()
{
CacheDrawnFrameBuffer = true;
PixelSnapping = true;
}
protected override void Update()
{
base.Update();
// todo: Recreating in update is probably not the best idea
if (DrawWidth == lastDrawWidth) return;
recreateGraph();
lastDrawWidth = DrawWidth;
}
/// <summary>
/// Redraws all the columns to match their lit/dimmed state.
/// </summary>
private void redrawProgress()
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{
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for (int i = 0; i < columns.Length; i++)
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{
columns[i].State = i <= progress ? ColumnState.Lit : ColumnState.Dimmed;
}
ForceRedraw();
}
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/// <summary>
/// Redraws the filled amount of all the columns.
/// </summary>
private void redrawFilled()
{
for (int i = 0; i < ColumnCount; i++)
{
columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
}
}
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/// <summary>
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/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
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/// </summary>
private void recalculateValues()
{
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var newValues = new List<int>();
if (values == null)
{
for (float i = 0; i < ColumnCount; i++)
{
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newValues.Add(0);
}
return;
}
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float step = values.Length / (float)ColumnCount;
for (float i = 0; i < values.Length; i += step)
{
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newValues.Add(values[(int)i]);
}
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calculatedValues = newValues.ToArray();
}
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/// <summary>
/// Recreates the entire graph.
/// </summary>
private void recreateGraph()
{
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var newColumns = new List<Column>();
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for (float x = 0; x < DrawWidth; x += Column.WIDTH)
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{
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newColumns.Add(new Column
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{
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Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
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Position = new Vector2(x, 0),
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State = ColumnState.Dimmed,
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});
}
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columns = newColumns.ToArray();
Children = columns;
recalculateValues();
redrawFilled();
redrawProgress();
}
public class Column : Container, IStateful<ColumnState>
{
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private readonly Color4 emptyColour = Color4.White.Opacity(100);
private readonly Color4 litColour = new Color4(221, 255, 255, 255);
private readonly Color4 dimmedColour = Color4.White.Opacity(175);
private const float cube_count = 6;
private const float cube_size = 4;
private const float padding = 2;
public const float WIDTH = cube_size + padding;
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public const float HEIGHT = cube_count * WIDTH + padding;
private readonly List<Box> drawableRows = new List<Box>();
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private int filled;
public int 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;
fillActive();
}
}
public Column()
{
Size = new Vector2(WIDTH, HEIGHT);
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for (int r = 0; r < cube_count; r++)
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{
drawableRows.Add(new Box
{
EdgeSmoothness = new Vector2(padding / 4),
Size = new Vector2(cube_size),
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Position = new Vector2(0, r * WIDTH + padding),
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});
Add(drawableRows[drawableRows.Count - 1]);
}
// Reverse drawableRows so when iterating through them they start at the bottom
drawableRows.Reverse();
}
private void fillActive()
{
Color4 colour = State == ColumnState.Lit ? litColour : dimmedColour;
for (int i = 0; i < drawableRows.Count; i++)
{
if (Filled == 0) // i <= Filled doesn't work for zero fill
{
drawableRows[i].Colour = emptyColour;
}
else
{
drawableRows[i].Colour = i <= Filled ? colour : emptyColour;
}
}
}
}
public enum ColumnState
{
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Lit,
Dimmed
}
}
}