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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 09:19:50 +00:00
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2018-11-20 07:51:59 +00:00
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using System;
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using System.Linq;
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using osu.Framework.Graphics.Sprites;
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namespace osu.Game.Graphics.UserInterface
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{
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public class StarCounter : Container
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{
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private readonly FillFlowContainer<Star> stars;
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/// <summary>
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/// Maximum amount of stars displayed.
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/// </summary>
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/// <remarks>
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/// This does not limit the counter value, but the amount of stars displayed.
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/// </remarks>
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public int StarCount { get; }
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/// <summary>
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/// The added delay for each subsequent star to be animated.
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/// </summary>
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protected virtual double AnimationDelay => 80;
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private const float star_spacing = 4;
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private float current;
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/// <summary>
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/// Amount of stars represented.
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/// </summary>
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public float Current
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{
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get => current;
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set
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{
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if (current == value) return;
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if (IsLoaded)
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animate(value);
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current = value;
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}
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}
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/// <summary>
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/// Shows a float count as stars. Used as star difficulty display.
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/// </summary>
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/// <param name="starCount">Maximum amount of stars to display.</param>
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public StarCounter(int starCount = 10)
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{
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StarCount = Math.Max(starCount, 0);
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AutoSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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stars = new FillFlowContainer<Star>
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{
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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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ChildrenEnumerable = Enumerable.Range(0, StarCount).Select(i => CreateStar())
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}
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};
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}
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public virtual Star CreateStar() => new DefaultStar();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// Animate initial state from zero.
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ReplayAnimation();
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}
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public void ResetCount()
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{
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current = 0;
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StopAnimation();
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}
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public void ReplayAnimation()
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{
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var t = current;
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ResetCount();
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Current = t;
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}
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public void StopAnimation()
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{
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animate(current);
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foreach (var star in stars.Children)
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star.FinishTransforms(true);
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}
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private float getStarScale(int i, float value) => i + 1 <= value ? 1.0f : Interpolation.ValueAt(value, 0, 1.0f, i, i + 1);
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private void animate(float newValue)
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{
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for (var i = 0; i < stars.Children.Count; i++)
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{
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var star = stars.Children[i];
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star.ClearTransforms(true);
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double delay = (current <= newValue ? Math.Max(i - current, 0) : Math.Max(current - 1 - i, 0)) * AnimationDelay;
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using (star.BeginDelayedSequence(delay, true))
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star.DisplayAt(getStarScale(i, newValue));
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}
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}
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public class DefaultStar : Star
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{
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private const double scaling_duration = 1000;
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private const double fading_duration = 100;
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private const Easing scaling_easing = Easing.OutElasticHalf;
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private const float min_star_scale = 0.4f;
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private const float star_size = 20;
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public readonly SpriteIcon Icon;
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public DefaultStar()
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{
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Size = new Vector2(star_size);
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InternalChild = Icon = new SpriteIcon
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{
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Size = new Vector2(star_size),
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Icon = FontAwesome.Solid.Star,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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}
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public override void DisplayAt(float scale)
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{
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scale = (float)Interpolation.Lerp(min_star_scale, 1, Math.Clamp(scale, 0, 1));
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this.FadeTo(scale, fading_duration);
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Icon.ScaleTo(scale, scaling_duration, scaling_easing);
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}
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}
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public abstract class Star : CompositeDrawable
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{
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public abstract void DisplayAt(float scale);
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}
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}
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}
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