Add tiered level badge colouring

This commit is contained in:
StanR 2023-01-18 16:25:11 +03:00
parent 43a037c189
commit 24ed84aad0
4 changed files with 146 additions and 4 deletions

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@ -0,0 +1,58 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Overlays.Profile.Header.Components;
using osu.Game.Users;
using osuTK;
namespace osu.Game.Tests.Visual.Online
{
[TestFixture]
public partial class TestSceneLevelBadge : OsuTestScene
{
public TestSceneLevelBadge()
{
var levels = new List<UserStatistics.LevelInfo>();
for (int i = 0; i < 11; i++)
{
levels.Add(new UserStatistics.LevelInfo
{
Current = i * 10
});
}
levels.Add(new UserStatistics.LevelInfo { Current = 101 });
levels.Add(new UserStatistics.LevelInfo { Current = 105 });
levels.Add(new UserStatistics.LevelInfo { Current = 110 });
levels.Add(new UserStatistics.LevelInfo { Current = 115 });
levels.Add(new UserStatistics.LevelInfo { Current = 120 });
Children = new Drawable[]
{
new FillFlowContainer<LevelBadge>
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Horizontal,
Spacing = new Vector2(5),
ChildrenEnumerable = levels.Select(l => new LevelBadge
{
Size = new Vector2(60),
LevelInfo = { Value = l }
})
}
};
}
}
}

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@ -5,6 +5,7 @@
using System;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics.Colour;
using osu.Game.Beatmaps;
using osu.Game.Online.Rooms;
using osu.Game.Overlays;
@ -187,6 +188,41 @@ public Color4 ForModType(ModType modType)
}
}
/// <summary>
/// Retrieves colour for a <see cref="RankingTier"/>.
/// See https://www.figma.com/file/YHWhp9wZ089YXgB7pe6L1k/Tier-Colours
/// </summary>
public ColourInfo ForRankingTiers(RankingTier tier)
{
switch (tier)
{
default:
case RankingTier.Iron:
return Color4Extensions.FromHex(@"BAB3AB");
case RankingTier.Bronze:
return ColourInfo.GradientVertical(Color4Extensions.FromHex(@"B88F7A"), Color4Extensions.FromHex(@"855C47"));
case RankingTier.Silver:
return ColourInfo.GradientVertical(Color4Extensions.FromHex(@"E0E0EB"), Color4Extensions.FromHex(@"A3A3C2"));
case RankingTier.Gold:
return ColourInfo.GradientVertical(Color4Extensions.FromHex(@"F0E4A8"), Color4Extensions.FromHex(@"E0C952"));
case RankingTier.Platinum:
return ColourInfo.GradientVertical(Color4Extensions.FromHex(@"A8F0EF"), Color4Extensions.FromHex(@"52E0DF"));
case RankingTier.Rhodium:
return ColourInfo.GradientVertical(Color4Extensions.FromHex(@"D9F8D3"), Color4Extensions.FromHex(@"A0CF96"));
case RankingTier.Radiant:
return ColourInfo.GradientVertical(Color4Extensions.FromHex(@"97DCFF"), Color4Extensions.FromHex(@"ED82FF"));
case RankingTier.Lustrous:
return ColourInfo.GradientVertical(Color4Extensions.FromHex(@"FFE600"), Color4Extensions.FromHex(@"ED82FF"));
}
}
/// <summary>
/// Returns a foreground text colour that is supposed to contrast well with
/// the supplied <paramref name="backgroundColour"/>.

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@ -4,6 +4,7 @@
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Sprites;
@ -12,6 +13,7 @@
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Scoring;
using osu.Game.Users;
namespace osu.Game.Overlays.Profile.Header.Components
@ -23,6 +25,10 @@ public partial class LevelBadge : CompositeDrawable, IHasTooltip
public LocalisableString TooltipText { get; private set; }
private OsuSpriteText levelText = null!;
private Sprite sprite = null!;
[Resolved]
private OsuColour osuColour { get; set; } = null!;
public LevelBadge()
{
@ -34,7 +40,7 @@ private void load(OsuColour colours, TextureStore textures)
{
InternalChildren = new Drawable[]
{
new Sprite
sprite = new Sprite
{
RelativeSizeAxes = Axes.Both,
Texture = textures.Get("Profile/levelbadge"),
@ -58,9 +64,34 @@ protected override void LoadComplete()
private void updateLevel(UserStatistics.LevelInfo? levelInfo)
{
string level = levelInfo?.Current.ToString() ?? "0";
levelText.Text = level;
TooltipText = UsersStrings.ShowStatsLevel(level);
int level = levelInfo?.Current ?? 0;
levelText.Text = level.ToString();
TooltipText = UsersStrings.ShowStatsLevel(level.ToString());
sprite.Colour = mapLevelToTierColour(level);
}
private ColourInfo mapLevelToTierColour(int level)
{
var tier = RankingTier.Iron;
if (level > 0)
{
tier = (RankingTier)(level / 20);
}
if (level >= 105)
{
tier = RankingTier.Radiant;
}
if (level >= 110)
{
tier = RankingTier.Lustrous;
}
return osuColour.ForRankingTiers(tier);
}
}
}

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@ -0,0 +1,17 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
namespace osu.Game.Scoring
{
public enum RankingTier
{
Iron,
Bronze,
Silver,
Gold,
Platinum,
Rhodium,
Radiant,
Lustrous
}
}