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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/SliderBody.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Lines;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public abstract class SliderBody : CompositeDrawable
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{
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public const float DEFAULT_BORDER_SIZE = 1;
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private readonly SliderPath path;
protected Path Path => path;
public float PathRadius
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{
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get => path.PathRadius;
set => path.PathRadius = value;
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}
/// <summary>
/// Offset in absolute coordinates from the start of the curve.
/// </summary>
public virtual Vector2 PathOffset => path.PositionInBoundingBox(path.Vertices[0]);
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/// <summary>
/// Used to colour the path.
/// </summary>
public Color4 AccentColour
{
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get => path.AccentColour;
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set
{
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if (path.AccentColour == value)
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return;
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path.AccentColour = value;
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}
}
/// <summary>
/// Used to colour the path border.
/// </summary>
public new Color4 BorderColour
{
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get => path.BorderColour;
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set
{
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if (path.BorderColour == value)
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return;
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path.BorderColour = value;
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}
}
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/// <summary>
/// Used to size the path border.
/// </summary>
public float BorderSize
{
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get => path.BorderSize;
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set
{
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if (path.BorderSize == value)
return;
path.BorderSize = value;
}
}
protected SliderBody()
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{
InternalChild = path = new SliderPath();
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}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => path.ReceivePositionalInputAt(screenSpacePos);
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/// <summary>
/// Sets the vertices of the path which should be drawn by this <see cref="SliderBody"/>.
/// </summary>
/// <param name="vertices">The vertices</param>
protected void SetVertices(IReadOnlyList<Vector2> vertices) => path.Vertices = vertices;
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private class SliderPath : SmoothPath
{
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private const float border_max_size = 8f;
private const float border_min_size = 0f;
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private const float border_portion = 0.128f;
private const float gradient_portion = 1 - border_portion;
private const float opacity_at_centre = 0.3f;
private const float opacity_at_edge = 0.8f;
private Color4 borderColour = Color4.White;
public Color4 BorderColour
{
get => borderColour;
set
{
if (borderColour == value)
return;
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borderColour = value;
InvalidateTexture();
}
}
private Color4 accentColour = Color4.White;
public Color4 AccentColour
{
get => accentColour;
set
{
if (accentColour == value)
return;
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accentColour = value;
InvalidateTexture();
}
}
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private float borderSize = DEFAULT_BORDER_SIZE;
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public float BorderSize
{
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get => borderSize;
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set
{
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if (borderSize == value)
return;
if (value < border_min_size || value > border_max_size)
return;
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borderSize = value;
InvalidateTexture();
}
}
private float calculatedBorderPortion => BorderSize * border_portion;
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protected override Color4 ColourAt(float position)
{
if (calculatedBorderPortion != 0f && position <= calculatedBorderPortion)
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return BorderColour;
position -= calculatedBorderPortion;
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return new Color4(AccentColour.R, AccentColour.G, AccentColour.B, (opacity_at_edge - (opacity_at_edge - opacity_at_centre) * position / gradient_portion) * AccentColour.A);
}
}
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}
}