Fix incorrect default state. Handle input better.

This commit is contained in:
Dean Herbert 2017-04-14 14:40:52 +09:00
parent 09195a03a2
commit 8c41707ac7
No known key found for this signature in database
GPG Key ID: 46D71BF4958ABB49
4 changed files with 43 additions and 414 deletions

View File

@ -1,22 +1,11 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Framework.MathUtils;
using osu.Framework.Testing;
using osu.Game.Graphics;
using osu.Game.Overlays;
using OpenTK;
using OpenTK.Graphics;
using osu.Game.Screens.Play;
namespace osu.Desktop.VisualTests.Tests
{
@ -34,7 +23,6 @@ namespace osu.Desktop.VisualTests.Tests
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
});
AddStep("Toggle Bar", progress.ToggleBar);
@ -57,385 +45,4 @@ namespace osu.Desktop.VisualTests.Tests
progress.Progress = RNG.NextDouble();
}
}
public class SongProgress : OverlayContainer
{
private const int progress_height = 5;
private static readonly Vector2 handle_size = new Vector2(14, 25);
private const float transition_duration = 200;
private readonly SongProgressBar bar;
private readonly SongProgressGraph graph;
public Action<double> OnSeek;
private double progress;
public double Progress
{
get { return progress; }
set
{
progress = value;
updateProgress();
}
}
public int[] Values
{
get { return graph.Values; }
set { graph.Values = value; }
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
graph.FillColour = bar.FillColour = colours.BlueLighter;
}
public SongProgress()
{
RelativeSizeAxes = Axes.X;
Height = progress_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
Children = new Drawable[]
{
graph = new SongProgressGraph
{
RelativeSizeAxes = Axes.X,
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Height = SongProgressGraph.Column.HEIGHT,
Margin = new MarginPadding { Bottom = progress_height },
},
bar = new SongProgressBar(progress_height, SongProgressGraph.Column.HEIGHT, handle_size)
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Alpha = 0,
SeekRequested = delegate (float position)
{
OnSeek?.Invoke(position);
},
},
};
}
private void updateProgress()
{
bar.UpdatePosition((float)progress);
graph.Progress = (int)(graph.ColumnCount * progress);
}
private bool barVisible;
public void ToggleBar()
{
barVisible = !barVisible;
updateBarVisibility();
}
private void updateBarVisibility()
{
bar.FadeTo(barVisible ? 1 : 0, transition_duration, EasingTypes.In);
MoveTo(new Vector2(0, barVisible ? 0 : progress_height), transition_duration, EasingTypes.In);
}
protected override void PopIn()
{
updateBarVisibility();
}
protected override void PopOut()
{
}
protected override void Update()
{
base.Update();
updateProgress();
}
}
public class SongProgressGraph : BufferedContainer
{
private Game.Screens.Play.SongProgressGraph.Column[] columns = { };
public int ColumnCount => columns.Length;
public override bool HandleInput => false;
private int progress;
public int Progress
{
get { return progress; }
set
{
if (value == progress) return;
progress = value;
redrawProgress();
}
}
private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
private int[] values;
public int[] Values
{
get { return values; }
set
{
if (value == values) return;
values = value;
recreateGraph();
}
}
private Color4 fillColour;
public Color4 FillColour
{
get { return fillColour; }
set
{
if (value == fillColour) return;
fillColour = value;
redrawFilled();
}
}
public SongProgressGraph()
{
CacheDrawnFrameBuffer = true;
PixelSnapping = true;
}
private float lastDrawWidth;
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()
{
for (int i = 0; i < columns.Length; i++)
{
columns[i].State = i <= progress ? Game.Screens.Play.SongProgressGraph.ColumnState.Lit : Game.Screens.Play.SongProgressGraph.ColumnState.Dimmed;
}
ForceRedraw();
}
/// <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);
}
}
/// <summary>
/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
/// </summary>
private void recalculateValues()
{
var newValues = new List<int>();
if (values == null)
{
for (float i = 0; i < ColumnCount; i++)
newValues.Add(0);
return;
}
float step = values.Length / (float)ColumnCount;
for (float i = 0; i < values.Length; i += step)
{
newValues.Add(values[(int)i]);
}
calculatedValues = newValues.ToArray();
}
/// <summary>
/// Recreates the entire graph.
/// </summary>
private void recreateGraph()
{
var newColumns = new List<Game.Screens.Play.SongProgressGraph.Column>();
for (float x = 0; x < DrawWidth; x += Game.Screens.Play.SongProgressGraph.Column.WIDTH)
{
newColumns.Add(new Game.Screens.Play.SongProgressGraph.Column(fillColour)
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Position = new Vector2(x, 0),
State = Game.Screens.Play.SongProgressGraph.ColumnState.Dimmed,
});
}
columns = newColumns.ToArray();
Children = columns;
recalculateValues();
redrawFilled();
redrawProgress();
}
public class Column : Container, IStateful<Game.Screens.Play.SongProgressGraph.ColumnState>
{
private readonly Color4 emptyColour = Color4.White.Opacity(100);
private readonly Color4 litColour;
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;
public const float HEIGHT = cube_count * WIDTH + padding;
private readonly List<Box> drawableRows = new List<Box>();
private int filled;
public int Filled
{
get { return filled; }
set
{
if (value == filled) return;
filled = value;
fillActive();
}
}
private Game.Screens.Play.SongProgressGraph.ColumnState state;
public Game.Screens.Play.SongProgressGraph.ColumnState State
{
get { return state; }
set
{
if (value == state) return;
state = value;
fillActive();
}
}
public Column(Color4 litColour)
{
Size = new Vector2(WIDTH, HEIGHT);
this.litColour = litColour;
for (int r = 0; r < cube_count; r++)
{
drawableRows.Add(new Box
{
EdgeSmoothness = new Vector2(padding / 4),
Size = new Vector2(cube_size),
Position = new Vector2(0, r * WIDTH + padding),
});
}
Children = drawableRows;
// Reverse drawableRows so when iterating through them they start at the bottom
drawableRows.Reverse();
}
private void fillActive()
{
Color4 colour = State == Game.Screens.Play.SongProgressGraph.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
{
Lit,
Dimmed
}
}
public class SongProgressBar : DragBar
{
public Color4 FillColour
{
get { return FillContainer.Colour; }
set { FillContainer.Colour = value; }
}
public SongProgressBar(float barHeight, float handleBarHeight, Vector2 handleSize)
{
Height = barHeight + handleBarHeight + handleSize.Y;
FillContainer.RelativeSizeAxes = Axes.X;
FillContainer.Height = barHeight;
Add(new Box
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
Height = barHeight,
Colour = Color4.Black,
Alpha = 0.5f,
Depth = 1
});
FillContainer.Add(new Container
{
Origin = Anchor.BottomRight,
Anchor = Anchor.BottomRight,
Width = 2,
Height = barHeight + handleBarHeight,
Colour = Color4.White,
Position = new Vector2(2, 0),
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
},
new Container
{
Origin = Anchor.BottomCentre,
Anchor = Anchor.TopCentre,
Size = handleSize,
CornerRadius = 5,
Masking = true,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.White
}
}
}
}
});
}
}
}

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@ -13,7 +13,7 @@ namespace osu.Game.Overlays
{
public class DragBar : Container
{
protected readonly Container FillContainer;
protected readonly Container Fill;
public Action<float> SeekRequested;
@ -27,7 +27,7 @@ namespace osu.Game.Overlays
{
enabled = value;
if (!enabled)
FillContainer.Width = 0;
Fill.Width = 0;
}
}
@ -37,8 +37,9 @@ namespace osu.Game.Overlays
Children = new Drawable[]
{
FillContainer = new Container
Fill = new Container
{
Name = "FillContainer",
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.Both,
@ -63,8 +64,10 @@ namespace osu.Game.Overlays
private void seek(InputState state)
{
if (!IsEnabled) return;
float seekLocation = state.Mouse.Position.X / DrawWidth;
if (!IsEnabled) return;
SeekRequested?.Invoke(seekLocation);
updatePosition(seekLocation);
}
@ -72,7 +75,7 @@ namespace osu.Game.Overlays
private void updatePosition(float position)
{
position = MathHelper.Clamp(position, 0, 1);
FillContainer.TransformTo(() => FillContainer.Width, position, 200, EasingTypes.OutQuint, new TransformSeek());
Fill.TransformTo(() => Fill.Width, position, 200, EasingTypes.OutQuint, new TransformSeek());
}
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)

View File

@ -11,7 +11,7 @@ using osu.Framework.Allocation;
namespace osu.Game.Screens.Play
{
public class SongProgress : OverlayContainer
public class SongProgress : OverlayContainer
{
private const int progress_height = 5;
@ -51,6 +51,7 @@ namespace osu.Game.Screens.Play
{
RelativeSizeAxes = Axes.X;
Height = progress_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
Y = progress_height;
Children = new Drawable[]
{
@ -64,8 +65,9 @@ namespace osu.Game.Screens.Play
},
bar = new SongProgressBar(progress_height, SongProgressGraph.Column.HEIGHT, handle_size)
{
Origin = Anchor.BottomLeft,
Alpha = 0,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
SeekRequested = delegate (float position)
{
OnSeek?.Invoke(position);
@ -74,26 +76,40 @@ namespace osu.Game.Screens.Play
};
}
protected override void LoadComplete()
{
State = Visibility.Visible;
}
private void updateProgress()
{
bar.UpdatePosition((float)progress);
graph.Progress = (int)(graph.ColumnCount * progress);
}
private bool barVisible;
public void ToggleBar()
{
barVisible = !barVisible;
updateBarVisibility();
}
private void updateBarVisibility()
{
bar.FadeTo(barVisible ? 1 : 0, transition_duration, EasingTypes.In);
MoveTo(new Vector2(0, barVisible ? 0 : progress_height), transition_duration, EasingTypes.In);
}
protected override void PopIn()
{
bar.IsEnabled = true;
updateProgress(); //in case progress was changed while the bar was hidden
bar.FadeIn(transition_duration, EasingTypes.In);
MoveTo(Vector2.Zero, transition_duration, EasingTypes.In);
updateBarVisibility();
FadeIn(100);
}
protected override void PopOut()
{
bar.IsEnabled = false;
bar.FadeOut(transition_duration, EasingTypes.In);
MoveTo(new Vector2(0f, progress_height), transition_duration, EasingTypes.In);
FadeOut(100);
}
protected override void Update()

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@ -14,18 +14,20 @@ namespace osu.Game.Screens.Play
{
public Color4 FillColour
{
get { return FillContainer.Colour; }
set { FillContainer.Colour = value; }
get { return Fill.Colour; }
set { Fill.Colour = value; }
}
public SongProgressBar(float barHeight, float handleBarHeight, Vector2 handleSize)
{
Height = barHeight + handleBarHeight + handleSize.Y;
FillContainer.RelativeSizeAxes = Axes.X;
FillContainer.Height = barHeight;
Fill.RelativeSizeAxes = Axes.X;
Fill.Height = barHeight;
Add(new Box
{
Name = "Background",
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
@ -34,7 +36,8 @@ namespace osu.Game.Screens.Play
Alpha = 0.5f,
Depth = 1
});
FillContainer.Add(new Container
Fill.Add(new Container
{
Origin = Anchor.BottomRight,
Anchor = Anchor.BottomRight,