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Fix bottom square being clipped
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parent
938f5eaf58
commit
bbca6cf602
@ -39,7 +39,7 @@ namespace osu.Desktop.VisualTests.Tests
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List<int> newValues = new List<int>();
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List<int> newValues = new List<int>();
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for (int i = 0; i < 1000; i++)
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for (int i = 0; i < 1000; i++)
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{
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{
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newValues.Add(RNG.Next(0, 11));
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newValues.Add(RNG.Next(0, 6));
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}
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}
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progress.Values = newValues.ToArray();
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progress.Values = newValues.ToArray();
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@ -14,7 +14,6 @@ namespace osu.Game.Screens.Play
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public class SongProgress : OverlayContainer
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public class SongProgress : OverlayContainer
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{
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{
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private const int bar_height = 5;
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private const int bar_height = 5;
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private const int graph_height = 34;
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private readonly Vector2 handleSize = new Vector2(14, 25);
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private readonly Vector2 handleSize = new Vector2(14, 25);
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private readonly Color4 fillColour = new Color4(221, 255, 255, 255);
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private readonly Color4 fillColour = new Color4(221, 255, 255, 255);
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private const float transition_duration = 200;
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private const float transition_duration = 200;
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@ -55,30 +54,30 @@ namespace osu.Game.Screens.Play
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public SongProgress()
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public SongProgress()
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{
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{
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RelativeSizeAxes = Axes.X;
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RelativeSizeAxes = Axes.X;
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Height = bar_height + graph_height + SongProgressGraph.Column.HEIGHT + handleSize.Y;
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Height = bar_height + SongProgressGraph.Column.HEIGHT + handleSize.Y;
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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graph = new SongProgressGraph
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graph = new SongProgressGraph
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{
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{
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RelativeSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomCentre,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomCentre,
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Anchor = Anchor.BottomLeft,
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Height = graph_height,
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Height = SongProgressGraph.Column.HEIGHT,
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Margin = new MarginPadding
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Margin = new MarginPadding
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{
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{
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Bottom = bar_height
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Bottom = bar_height,
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}
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},
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},
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bar = new SongProgressBar(bar_height, graph_height, handleSize, fillColour)
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},
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bar = new SongProgressBar(bar_height, SongProgressGraph.Column.HEIGHT, handleSize, fillColour)
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{
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{
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Origin = Anchor.BottomCentre,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomCentre,
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Anchor = Anchor.BottomLeft,
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SeekRequested = delegate (float position)
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SeekRequested = delegate (float position)
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{
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{
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OnSeek?.Invoke(Length * position);
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OnSeek?.Invoke(Length * position);
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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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@ -5,10 +5,12 @@ using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using System.Linq;
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using System.Linq;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework;
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using osu.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics.Primitives;
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namespace osu.Game.Screens.Play
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namespace osu.Game.Screens.Play
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{
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{
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@ -124,6 +126,8 @@ namespace osu.Game.Screens.Play
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{
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{
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newColumns.Add(new Column
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newColumns.Add(new Column
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{
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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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Position = new Vector2(x, 0),
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State = ColumnState.Dimmed,
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State = ColumnState.Dimmed,
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});
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});
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@ -180,14 +184,15 @@ namespace osu.Game.Screens.Play
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public Column()
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public Column()
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{
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{
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Size = new Vector2(WIDTH, HEIGHT);
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Size = new Vector2(WIDTH, HEIGHT);
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Margin = new MarginPadding { Bottom = 1 }; //todo: probably find a better fix, not quite sure why this works
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for (int r = 0; r<cube_count; r++)
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for (int r = 0; r < cube_count; r++)
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{
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{
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drawableRows.Add(new Box
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drawableRows.Add(new Box
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{
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{
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EdgeSmoothness = new Vector2(padding / 4),
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EdgeSmoothness = new Vector2(padding / 4),
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Size = new Vector2(cube_size),
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Size = new Vector2(cube_size),
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Position = new Vector2(0, r* WIDTH + padding)
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Position = new Vector2(0, r * WIDTH),
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});
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});
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Add(drawableRows[drawableRows.Count - 1]);
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Add(drawableRows[drawableRows.Count - 1]);
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