osu/osu.Game/Graphics/UserInterface/StarCounter.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 osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Transforms;
using osu.Framework.MathUtils;
using System;
namespace osu.Game.Graphics.UserInterface
{
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public class StarCounter : Container
{
private readonly Container<Star> stars;
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/// <summary>
/// Maximum amount of stars displayed.
/// </summary>
/// <remarks>
/// This does not limit the counter value, but the amount of stars displayed.
/// </remarks>
public int StarCount { get; }
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private double animationDelay => 80;
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private double scalingDuration => 1000;
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private EasingTypes scalingEasing => EasingTypes.OutElasticHalf;
private float minStarScale => 0.4f;
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private double fadingDuration => 100;
private float minStarAlpha => 0.5f;
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private const float star_size = 20;
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private const float star_spacing = 4;
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private float count;
/// <summary>
/// Amount of stars represented.
/// </summary>
public float Count
{
get
{
return count;
}
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set
{
if (count == value) return;
if (IsLoaded)
transformCount(value);
count = value;
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}
}
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/// <summary>
/// Shows a float count as stars. Used as star difficulty display.
/// </summary>
/// <param name="starCount">Maximum amount of stars to display.</param>
public StarCounter(int starCount = 10)
{
StarCount = Math.Max(starCount, 0);
AutoSizeAxes = Axes.Both;
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Children = new Drawable[]
{
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stars = new FillFlowContainer<Star>
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{
AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(star_spacing),
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}
};
for (int i = 0; i < StarCount; i++)
{
stars.Add(new Star
{
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Alpha = minStarAlpha,
});
}
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}
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protected override void LoadComplete()
{
base.LoadComplete();
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// Animate initial state from zero.
ReplayAnimation();
}
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public void ResetCount()
{
count = 0;
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StopAnimation();
}
public void ReplayAnimation()
{
var t = count;
ResetCount();
Count = t;
}
public void StopAnimation()
{
int i = 0;
foreach (var star in stars.Children)
{
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star.ClearTransforms(true);
star.FadeTo(i < count ? 1.0f : minStarAlpha);
star.Icon.ScaleTo(getStarScale(i, count));
i++;
}
}
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private float getStarScale(int i, float value)
{
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if (value <= i)
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return minStarScale;
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return i + 1 <= value ? 1.0f : (float)Interpolation.ValueAt(value, minStarScale, 1.0f, i, i + 1);
}
private void transformCount(float newValue)
{
int i = 0;
foreach (var star in stars.Children)
{
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star.ClearTransforms(true);
if (count <= newValue)
star.Delay(Math.Max(i - count, 0) * animationDelay, true);
else
star.Delay(Math.Max(count - 1 - i, 0) * animationDelay, true);
star.FadeTo(i < newValue ? 1.0f : minStarAlpha, fadingDuration);
star.Icon.ScaleTo(getStarScale(i, newValue), scalingDuration, scalingEasing);
star.DelayReset();
i++;
}
}
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private class Star : Container
{
public TextAwesome Icon;
public Star()
{
Size = new Vector2(star_size);
Children = new[]
{
Icon = new TextAwesome
{
TextSize = star_size,
Icon = FontAwesome.fa_star,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}
};
}
}
}
}