From 140d29d53762b1d0df5e44fdcd125410769ca50b Mon Sep 17 00:00:00 2001 From: TheOmyNomy Date: Sun, 8 Aug 2021 23:54:35 +1000 Subject: [PATCH] Use helper methods instead of local valueAt() method --- .../Skinning/Legacy/LegacySliderBody.cs | 34 +++++-------------- 1 file changed, 8 insertions(+), 26 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs b/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs index 9e4b57ca10..a8bb69c080 100644 --- a/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs +++ b/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs @@ -3,6 +3,7 @@ using System; using osu.Framework.Extensions.Color4Extensions; +using osu.Framework.Utils; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Skinning.Default; using osuTK.Graphics; @@ -36,13 +37,14 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy position -= realBorderPortion; - Color4 outerColour = AccentColour.Darken(0.1f); - Color4 innerColour = lighten(AccentColour, 0.5f); + // Stable interpolates slider body colour directly in sRGB space, and because + // Interpolation.ValueAt() uses linear space, we have to counteract applying it + // by calling ToSRGB() on the input colours, and ToLinear() on the resulting colour. - // Stable doesn't use linear space / gamma-correct colour interpolation - // for slider bodies, so we can't use Interpolation.ValueAt(). - // Instead, we use a local method that interpolates between the colours directly in sRGB space. - return valueAt(position / realGradientPortion, outerColour, innerColour, 0, 1); + Color4 outerColour = AccentColour.Darken(0.1f).ToSRGB(); + Color4 innerColour = lighten(AccentColour, 0.5f).ToSRGB(); + + return Interpolation.ValueAt(position / realGradientPortion, outerColour, innerColour, 0, 1).ToLinear(); } /// @@ -57,26 +59,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy Math.Min(1, color.B * (1 + 0.5f * amount) + 1 * amount), color.A); } - - private static Color4 valueAt(double time, Color4 startColour, Color4 endColour, double startTime, double endTime) - { - if (startColour == endColour) - return startColour; - - double current = time - startTime; - double duration = endTime - startTime; - - if (duration == 0 || current == 0) - return startColour; - - float t = (float)Math.Max(0, Math.Min(1, current / duration)); - - return new Color4( - startColour.R + t * (endColour.R - startColour.R), - startColour.G + t * (endColour.G - startColour.G), - startColour.B + t * (endColour.B - startColour.B), - startColour.A + t * (endColour.A - startColour.A)); - } } } }