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Add LegacyUtils class with non linear colour interpolation method
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@ -3,9 +3,9 @@
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using System;
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using System;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Utils;
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using osuTK.Graphics;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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@ -37,14 +37,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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position -= realBorderPortion;
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position -= realBorderPortion;
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// Stable interpolates slider body colour directly in sRGB space, and because
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Color4 outerColour = AccentColour.Darken(0.1f);
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// Interpolation.ValueAt() uses linear space, we have to counteract applying it
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Color4 innerColour = lighten(AccentColour, 0.5f);
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// by calling ToSRGB() on the input colours, and ToLinear() on the resulting colour.
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Color4 outerColour = AccentColour.Darken(0.1f).ToSRGB();
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return LegacyUtils.InterpolateNonLinear(position / realGradientPortion, outerColour, innerColour, 0, 1);
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Color4 innerColour = lighten(AccentColour, 0.5f).ToSRGB();
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return Interpolation.ValueAt(position / realGradientPortion, outerColour, innerColour, 0, 1).ToLinear();
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}
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}
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/// <summary>
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/// <summary>
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65
osu.Game/Utils/LegacyUtils.cs
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65
osu.Game/Utils/LegacyUtils.cs
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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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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transforms;
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using osuTK.Graphics;
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namespace osu.Game.Utils
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{
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public static class LegacyUtils
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{
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public static Color4 InterpolateNonLinear(double time, Color4 startColour, Color4 endColour, double startTime, double endTime, Easing easing = Easing.None)
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=> InterpolateNonLinear(time, startColour, endColour, startTime, endTime, new DefaultEasingFunction(easing));
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public static Colour4 InterpolateNonLinear(double time, Colour4 startColour, Colour4 endColour, double startTime, double endTime, Easing easing = Easing.None)
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=> InterpolateNonLinear(time, startColour, endColour, startTime, endTime, new DefaultEasingFunction(easing));
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/// <summary>
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/// Interpolates between two sRGB <see cref="Color4"/>s directly in sRGB space.
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/// </summary>
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public static Color4 InterpolateNonLinear<TEasing>(double time, Color4 startColour, Color4 endColour, double startTime, double endTime, TEasing easing) where TEasing : IEasingFunction
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{
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if (startColour == endColour)
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return startColour;
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double current = time - startTime;
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double duration = endTime - startTime;
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if (duration == 0 || current == 0)
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return startColour;
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float t = Math.Max(0, Math.Min(1, (float)easing.ApplyEasing(current / duration)));
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return new Color4(
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startColour.R + t * (endColour.R - startColour.R),
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startColour.G + t * (endColour.G - startColour.G),
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startColour.B + t * (endColour.B - startColour.B),
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startColour.A + t * (endColour.A - startColour.A));
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}
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/// <summary>
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/// Interpolates between two sRGB <see cref="Colour4"/>s directly in sRGB space.
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/// </summary>
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public static Colour4 InterpolateNonLinear<TEasing>(double time, Colour4 startColour, Colour4 endColour, double startTime, double endTime, in TEasing easing) where TEasing : IEasingFunction
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{
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if (startColour == endColour)
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return startColour;
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double current = time - startTime;
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double duration = endTime - startTime;
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if (duration == 0 || current == 0)
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return startColour;
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float t = Math.Max(0, Math.Min(1, (float)easing.ApplyEasing(current / duration)));
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return new Colour4(
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startColour.R + t * (endColour.R - startColour.R),
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startColour.G + t * (endColour.G - startColour.G),
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startColour.B + t * (endColour.B - startColour.B),
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startColour.A + t * (endColour.A - startColour.A));
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}
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}
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}
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