mirror of
https://github.com/ppy/osu
synced 2025-03-25 04:18:03 +00:00
Fix incorrect default state. Handle input better.
This commit is contained in:
parent
09195a03a2
commit
8c41707ac7
@ -1,22 +1,11 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.MathUtils;
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using osu.Framework.Testing;
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using osu.Game.Graphics;
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using osu.Game.Overlays;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Screens.Play;
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namespace osu.Desktop.VisualTests.Tests
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{
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@ -34,7 +23,6 @@ namespace osu.Desktop.VisualTests.Tests
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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});
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AddStep("Toggle Bar", progress.ToggleBar);
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@ -57,385 +45,4 @@ namespace osu.Desktop.VisualTests.Tests
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progress.Progress = RNG.NextDouble();
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}
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}
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public class SongProgress : OverlayContainer
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{
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private const int progress_height = 5;
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private static readonly Vector2 handle_size = new Vector2(14, 25);
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private const float transition_duration = 200;
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private readonly SongProgressBar bar;
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private readonly SongProgressGraph graph;
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public Action<double> OnSeek;
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private double progress;
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public double Progress
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{
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get { return progress; }
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set
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{
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progress = value;
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updateProgress();
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}
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}
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public int[] Values
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{
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get { return graph.Values; }
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set { graph.Values = value; }
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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graph.FillColour = bar.FillColour = colours.BlueLighter;
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}
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public SongProgress()
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{
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RelativeSizeAxes = Axes.X;
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Height = progress_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
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Children = new Drawable[]
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{
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graph = new SongProgressGraph
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{
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Height = SongProgressGraph.Column.HEIGHT,
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Margin = new MarginPadding { Bottom = progress_height },
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},
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bar = new SongProgressBar(progress_height, SongProgressGraph.Column.HEIGHT, handle_size)
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Alpha = 0,
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SeekRequested = delegate (float position)
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{
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OnSeek?.Invoke(position);
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},
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},
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};
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}
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private void updateProgress()
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{
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bar.UpdatePosition((float)progress);
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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private bool barVisible;
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public void ToggleBar()
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{
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barVisible = !barVisible;
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updateBarVisibility();
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}
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private void updateBarVisibility()
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{
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bar.FadeTo(barVisible ? 1 : 0, transition_duration, EasingTypes.In);
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MoveTo(new Vector2(0, barVisible ? 0 : progress_height), transition_duration, EasingTypes.In);
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}
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protected override void PopIn()
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{
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updateBarVisibility();
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}
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protected override void PopOut()
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{
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}
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protected override void Update()
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{
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base.Update();
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updateProgress();
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}
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}
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public class SongProgressGraph : BufferedContainer
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{
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private Game.Screens.Play.SongProgressGraph.Column[] columns = { };
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public int ColumnCount => columns.Length;
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public override bool HandleInput => false;
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private int progress;
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public int Progress
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{
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get { return progress; }
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set
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{
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if (value == progress) return;
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progress = value;
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redrawProgress();
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}
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}
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private int[] calculatedValues = { }; // values but adjusted to fit the amount of columns
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private int[] values;
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public int[] Values
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{
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get { return values; }
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set
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{
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if (value == values) return;
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values = value;
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recreateGraph();
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}
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}
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private Color4 fillColour;
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public Color4 FillColour
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{
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get { return fillColour; }
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set
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{
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if (value == fillColour) return;
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fillColour = value;
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redrawFilled();
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}
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}
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public SongProgressGraph()
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{
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CacheDrawnFrameBuffer = true;
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PixelSnapping = true;
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}
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private float lastDrawWidth;
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protected override void Update()
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{
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base.Update();
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// todo: Recreating in update is probably not the best idea
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if (DrawWidth == lastDrawWidth) return;
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recreateGraph();
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lastDrawWidth = DrawWidth;
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}
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/// <summary>
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/// Redraws all the columns to match their lit/dimmed state.
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/// </summary>
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private void redrawProgress()
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{
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for (int i = 0; i < columns.Length; i++)
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{
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columns[i].State = i <= progress ? Game.Screens.Play.SongProgressGraph.ColumnState.Lit : Game.Screens.Play.SongProgressGraph.ColumnState.Dimmed;
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}
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ForceRedraw();
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}
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/// <summary>
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/// Redraws the filled amount of all the columns.
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/// </summary>
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private void redrawFilled()
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{
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for (int i = 0; i < ColumnCount; i++)
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{
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columns[i].Filled = calculatedValues.ElementAtOrDefault(i);
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}
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}
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/// <summary>
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/// Takes <see cref="Values"/> and adjusts it to fit the amount of columns.
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/// </summary>
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private void recalculateValues()
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{
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var newValues = new List<int>();
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if (values == null)
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{
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for (float i = 0; i < ColumnCount; i++)
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newValues.Add(0);
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return;
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}
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float step = values.Length / (float)ColumnCount;
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for (float i = 0; i < values.Length; i += step)
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{
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newValues.Add(values[(int)i]);
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}
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calculatedValues = newValues.ToArray();
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}
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/// <summary>
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/// Recreates the entire graph.
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/// </summary>
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private void recreateGraph()
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{
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var newColumns = new List<Game.Screens.Play.SongProgressGraph.Column>();
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for (float x = 0; x < DrawWidth; x += Game.Screens.Play.SongProgressGraph.Column.WIDTH)
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{
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newColumns.Add(new Game.Screens.Play.SongProgressGraph.Column(fillColour)
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Position = new Vector2(x, 0),
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State = Game.Screens.Play.SongProgressGraph.ColumnState.Dimmed,
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});
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}
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columns = newColumns.ToArray();
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Children = columns;
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recalculateValues();
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redrawFilled();
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redrawProgress();
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}
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public class Column : Container, IStateful<Game.Screens.Play.SongProgressGraph.ColumnState>
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{
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private readonly Color4 emptyColour = Color4.White.Opacity(100);
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private readonly Color4 litColour;
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private readonly Color4 dimmedColour = Color4.White.Opacity(175);
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private const float cube_count = 6;
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private const float cube_size = 4;
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private const float padding = 2;
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public const float WIDTH = cube_size + padding;
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public const float HEIGHT = cube_count * WIDTH + padding;
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private readonly List<Box> drawableRows = new List<Box>();
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private int filled;
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public int Filled
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{
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get { return filled; }
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set
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{
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if (value == filled) return;
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filled = value;
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fillActive();
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}
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}
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private Game.Screens.Play.SongProgressGraph.ColumnState state;
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public Game.Screens.Play.SongProgressGraph.ColumnState State
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{
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get { return state; }
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set
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{
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if (value == state) return;
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state = value;
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fillActive();
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}
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}
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public Column(Color4 litColour)
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{
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Size = new Vector2(WIDTH, HEIGHT);
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this.litColour = litColour;
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for (int r = 0; r < cube_count; r++)
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{
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drawableRows.Add(new Box
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{
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EdgeSmoothness = new Vector2(padding / 4),
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Size = new Vector2(cube_size),
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Position = new Vector2(0, r * WIDTH + padding),
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});
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}
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Children = drawableRows;
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// Reverse drawableRows so when iterating through them they start at the bottom
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drawableRows.Reverse();
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}
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private void fillActive()
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{
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Color4 colour = State == Game.Screens.Play.SongProgressGraph.ColumnState.Lit ? litColour : dimmedColour;
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for (int i = 0; i < drawableRows.Count; i++)
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{
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if (Filled == 0) // i <= Filled doesn't work for zero fill
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drawableRows[i].Colour = emptyColour;
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else
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drawableRows[i].Colour = i <= Filled ? colour : emptyColour;
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}
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}
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}
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public enum ColumnState
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{
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Lit,
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Dimmed
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}
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}
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public class SongProgressBar : DragBar
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{
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public Color4 FillColour
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{
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get { return FillContainer.Colour; }
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set { FillContainer.Colour = value; }
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}
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public SongProgressBar(float barHeight, float handleBarHeight, Vector2 handleSize)
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{
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Height = barHeight + handleBarHeight + handleSize.Y;
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FillContainer.RelativeSizeAxes = Axes.X;
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FillContainer.Height = barHeight;
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Add(new Box
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Height = barHeight,
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Colour = Color4.Black,
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Alpha = 0.5f,
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Depth = 1
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});
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FillContainer.Add(new Container
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{
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Origin = Anchor.BottomRight,
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Anchor = Anchor.BottomRight,
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Width = 2,
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Height = barHeight + handleBarHeight,
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Colour = Color4.White,
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Position = new Vector2(2, 0),
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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new Container
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{
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.TopCentre,
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Size = handleSize,
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CornerRadius = 5,
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Masking = true,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.White
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}
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}
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}
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}
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});
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}
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}
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}
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@ -13,7 +13,7 @@ namespace osu.Game.Overlays
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{
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public class DragBar : Container
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{
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protected readonly Container FillContainer;
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protected readonly Container Fill;
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public Action<float> SeekRequested;
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@ -27,7 +27,7 @@ namespace osu.Game.Overlays
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{
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enabled = value;
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if (!enabled)
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FillContainer.Width = 0;
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Fill.Width = 0;
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}
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}
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@ -37,8 +37,9 @@ namespace osu.Game.Overlays
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Children = new Drawable[]
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{
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FillContainer = new Container
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Fill = new Container
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{
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Name = "FillContainer",
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.Both,
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@ -63,8 +64,10 @@ namespace osu.Game.Overlays
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private void seek(InputState state)
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{
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if (!IsEnabled) return;
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float seekLocation = state.Mouse.Position.X / DrawWidth;
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if (!IsEnabled) return;
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SeekRequested?.Invoke(seekLocation);
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updatePosition(seekLocation);
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}
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@ -72,7 +75,7 @@ namespace osu.Game.Overlays
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private void updatePosition(float position)
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{
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position = MathHelper.Clamp(position, 0, 1);
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FillContainer.TransformTo(() => FillContainer.Width, position, 200, EasingTypes.OutQuint, new TransformSeek());
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Fill.TransformTo(() => Fill.Width, position, 200, EasingTypes.OutQuint, new TransformSeek());
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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@ -11,7 +11,7 @@ using osu.Framework.Allocation;
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namespace osu.Game.Screens.Play
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{
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public class SongProgress : OverlayContainer
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public class SongProgress : OverlayContainer
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{
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private const int progress_height = 5;
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@ -51,6 +51,7 @@ namespace osu.Game.Screens.Play
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{
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RelativeSizeAxes = Axes.X;
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Height = progress_height + SongProgressGraph.Column.HEIGHT + handle_size.Y;
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Y = progress_height;
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Children = new Drawable[]
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{
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@ -64,8 +65,9 @@ namespace osu.Game.Screens.Play
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},
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bar = new SongProgressBar(progress_height, SongProgressGraph.Column.HEIGHT, handle_size)
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{
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Origin = Anchor.BottomLeft,
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Alpha = 0,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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SeekRequested = delegate (float position)
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{
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OnSeek?.Invoke(position);
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@ -74,26 +76,40 @@ namespace osu.Game.Screens.Play
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};
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}
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protected override void LoadComplete()
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{
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State = Visibility.Visible;
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}
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private void updateProgress()
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{
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bar.UpdatePosition((float)progress);
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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private bool barVisible;
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public void ToggleBar()
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{
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barVisible = !barVisible;
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updateBarVisibility();
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}
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private void updateBarVisibility()
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{
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bar.FadeTo(barVisible ? 1 : 0, transition_duration, EasingTypes.In);
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MoveTo(new Vector2(0, barVisible ? 0 : progress_height), transition_duration, EasingTypes.In);
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}
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protected override void PopIn()
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{
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bar.IsEnabled = true;
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updateProgress(); //in case progress was changed while the bar was hidden
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bar.FadeIn(transition_duration, EasingTypes.In);
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MoveTo(Vector2.Zero, transition_duration, EasingTypes.In);
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updateBarVisibility();
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FadeIn(100);
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}
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protected override void PopOut()
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{
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bar.IsEnabled = false;
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bar.FadeOut(transition_duration, EasingTypes.In);
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MoveTo(new Vector2(0f, progress_height), transition_duration, EasingTypes.In);
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FadeOut(100);
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}
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protected override void Update()
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|
@ -14,18 +14,20 @@ namespace osu.Game.Screens.Play
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{
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public Color4 FillColour
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{
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get { return FillContainer.Colour; }
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set { FillContainer.Colour = value; }
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get { return Fill.Colour; }
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set { Fill.Colour = value; }
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}
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public SongProgressBar(float barHeight, float handleBarHeight, Vector2 handleSize)
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{
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Height = barHeight + handleBarHeight + handleSize.Y;
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FillContainer.RelativeSizeAxes = Axes.X;
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FillContainer.Height = barHeight;
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|
||||
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,
|
||||
|
Loading…
Reference in New Issue
Block a user