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osu-lazer/osu.Game/Graphics/Cursor/CursorTrail.cs

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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Batches;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using OpenTK;
namespace osu.Game.Graphics.Cursor
{
class TrailSprite : Sprite
{
private Shader shader;
public TrailSprite()
{
Origin = Anchor.Centre;
}
protected override void ApplyDrawNode(DrawNode node)
{
base.ApplyDrawNode(node);
SpriteDrawNode sNode = node as SpriteDrawNode;
sNode.RoundedTextureShader = sNode.TextureShader = shader;
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders, TextureStore textures)
{
shader = shaders?.Load(@"CursorTrail", FragmentShaderDescriptor.Texture);
Texture = textures.Get(@"Cursor/cursortrail");
}
}
class CursorTrail : Container<TrailSprite>
{
public override bool Contains(Vector2 screenSpacePos) => true;
int currentIndex;
protected override bool CanBeFlattened => false;
Shader shader;
private double timeOffset;
private float time;
const int MAX_SPRITES = 2048;
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Vector2? lastPosition;
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protected override DrawNode CreateDrawNode() => new TrailDrawNode();
protected override void ApplyDrawNode(DrawNode node)
{
base.ApplyDrawNode(node);
TrailDrawNode tNode = node as TrailDrawNode;
tNode.Shader = shader;
tNode.Time = time;
}
public CursorTrail()
{
RelativeSizeAxes = Axes.Both;
for (int i = 0; i < MAX_SPRITES; i++)
AddInternal(new TrailSprite());
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders)
{
shader = shaders?.Load(@"CursorTrail", FragmentShaderDescriptor.Texture);
}
protected override void Update()
{
base.Update();
Invalidate(Invalidation.DrawNode);
int fadeClockResetThreshold = 1000000;
time = (float)(Time.Current - timeOffset) / 500f;
if (time > fadeClockResetThreshold)
ResetTime();
}
private void ResetTime()
{
foreach (var c in Children)
c.Alpha -= time;
time = 0;
timeOffset = Time.Current;
}
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protected override bool OnMouseMove(InputState state)
{
if (lastPosition == null)
{
lastPosition = state.Mouse.Position;
return base.OnMouseMove(state);
}
Vector2 pos1 = lastPosition.Value;
Vector2 pos2 = state.Mouse.Position;
Vector2 diff = pos2 - pos1;
float distance = diff.Length;
Vector2 direction = diff / distance;
float interval = this[0].DrawSize.X / 2;
for (float d = interval; d < distance; d += interval)
{
lastPosition = pos1 + direction * d;
addPosition(lastPosition.Value);
}
return base.OnMouseMove(state);
}
private void addPosition(Vector2 pos)
{
var s = this[currentIndex];
s.Position = pos;
s.Alpha = time + 1f;
currentIndex = (currentIndex + 1) % MAX_SPRITES;
}
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class TrailDrawNode : ContainerDrawNode
{
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public new Shader Shader;
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public float Time;
public override void Draw(IVertexBatch vertexBatch)
{
Shader.GetUniform<float>("g_FadeClock").Value = Time;
base.Draw(vertexBatch);
}
}
}
}