Adjust timeline ticks to be more visible

This commit is contained in:
Dean Herbert 2021-03-19 19:45:00 +09:00
parent 0736679016
commit 9be7981e0d
3 changed files with 11 additions and 7 deletions

View File

@ -4,7 +4,6 @@
using System;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Colour;
using osu.Game.Graphics;
using osuTK.Graphics;
@ -48,7 +47,7 @@ public override int Value
/// <param name="beatDivisor">The beat divisor.</param>
/// <param name="colours">The set of colours.</param>
/// <returns>The applicable colour from <paramref name="colours"/> for <paramref name="beatDivisor"/>.</returns>
public static ColourInfo GetColourFor(int beatDivisor, OsuColour colours)
public static Color4 GetColourFor(int beatDivisor, OsuColour colours)
{
switch (beatDivisor)
{

View File

@ -132,7 +132,7 @@ protected ColourInfo GetColourForIndexFromPlacement(int placementIndex)
var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
int repeatIndex = placementIndex / beatDivisor.Value;
return colour.MultiplyAlpha(0.5f / (repeatIndex + 1));
return ColourInfo.SingleColour(colour).MultiplyAlpha(0.5f / (repeatIndex + 1));
}
}
}

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@ -6,7 +6,9 @@
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Caching;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
@ -124,25 +126,28 @@ private void createTicks()
if (beat == 0 && i == 0)
nextMinTick = float.MinValue;
var indexInBar = beat % ((int)point.TimeSignature * beatDivisor.Value);
int indexInBar = beat % ((int)point.TimeSignature * beatDivisor.Value);
var divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
var colour = BindableBeatDivisor.GetColourFor(divisor, colours);
bool isMainBeat = indexInBar == 0;
// even though "bar lines" take up the full vertical space, we render them in two pieces because it allows for less anchor/origin churn.
var height = indexInBar == 0 ? 0.5f : 0.1f - (float)divisor / highestDivisor * 0.08f;
float height = isMainBeat ? 0.5f : 0.4f - (float)divisor / highestDivisor * 0.2f;
float gradientOpacity = isMainBeat ? 1 : 0;
var topPoint = getNextUsablePoint();
topPoint.X = xPos;
topPoint.Colour = colour;
topPoint.Height = height;
topPoint.Colour = ColourInfo.GradientVertical(colour, colour.Opacity(gradientOpacity));
topPoint.Anchor = Anchor.TopLeft;
topPoint.Origin = Anchor.TopCentre;
var bottomPoint = getNextUsablePoint();
bottomPoint.X = xPos;
bottomPoint.Colour = colour;
bottomPoint.Anchor = Anchor.BottomLeft;
bottomPoint.Colour = ColourInfo.GradientVertical(colour.Opacity(gradientOpacity), colour);
bottomPoint.Origin = Anchor.BottomCentre;
bottomPoint.Height = height;
}