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Moved a few things to allow using common transforms for a star counter. This implementation is basic and hacky, but good enough as proof of concept.
120 lines
3.5 KiB
C#
120 lines
3.5 KiB
C#
//Copyright (c) 2007-2016 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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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 System.Text;
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using System.Threading.Tasks;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// Shows a float count as stars. Used as star difficulty display.
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/// </summary>
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public class StarCounter : RollingCounter<float>
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{
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protected override Type transformType => typeof(TransformStar);
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protected float MinStarSize = 0.001f;
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protected FlowContainer starContainer;
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protected List<TextAwesome> stars = new List<TextAwesome>();
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public int MaxStars = 10;
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public StarCounter() : base()
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{
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RollingDuration = 5000;
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}
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public override void ResetCount()
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{
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Count = 0;
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StopRolling();
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}
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public override void Load()
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{
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base.Load();
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Children = new Drawable[]
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{
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starContainer = new FlowContainer
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{
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Direction = FlowDirection.HorizontalOnly,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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}
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};
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for (int i = 0; i < MaxStars; i++)
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{
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TextAwesome star = new TextAwesome
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{
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Icon = FontAwesome.star,
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Origin = Anchor.Centre,
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TextSize = 20,
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};
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stars.Add(star);
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starContainer.Add(star);
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}
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// HACK: To mantain container height constant
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starContainer.Add(new TextAwesome
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{
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Icon = FontAwesome.star,
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Origin = Anchor.Centre,
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TextSize = 20,
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Alpha = 0.002f,
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});
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ResetCount();
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}
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protected override void transformVisibleCount(float currentValue, float newValue)
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{
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for (int i = 0; i < MaxStars; i++)
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{
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if (newValue < i)
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stars[i].ScaleTo(MinStarSize);
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else if (newValue > (i + 1))
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stars[i].ScaleTo(1f);
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else
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stars[i].ScaleTo(Interpolation.ValueAt(newValue, MinStarSize, 1f, i, i + 1, EasingTypes.None));
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}
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}
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protected class TransformStar : Transform<float>
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{
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public override float CurrentValue
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{
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get
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{
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double time = Time;
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if (time < StartTime) return StartValue;
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if (time >= EndTime) return EndValue;
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return Interpolation.ValueAt(time, StartValue, EndValue, StartTime, EndTime, Easing);
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}
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}
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public override void Apply(Drawable d)
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{
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base.Apply(d);
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(d as StarCounter).VisibleCount = CurrentValue;
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}
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public TransformStar(IClock clock)
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: base(clock)
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{
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}
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}
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}
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}
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