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osu-lazer/osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.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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#nullable disable
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Rendering.Vertices;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Shaders.Types;
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using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Layout;
using osu.Framework.Timing;
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using osuTK;
using osuTK.Graphics;
using osuTK.Graphics.ES30;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
public partial class CursorTrail : Drawable, IRequireHighFrequencyMousePosition
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{
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private const int max_sprites = 2048;
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/// <summary>
/// An exponentiating factor to ease the trail fade.
/// </summary>
protected virtual float FadeExponent => 1.7f;
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
private int currentIndex;
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private IShader shader;
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private double timeOffset;
private float time;
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private Anchor trailOrigin = Anchor.Centre;
protected Anchor TrailOrigin
{
get => trailOrigin;
set
{
trailOrigin = value;
Invalidate(Invalidation.DrawNode);
}
}
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public CursorTrail()
{
// as we are currently very dependent on having a running clock, let's make our own clock for the time being.
Clock = new FramedClock();
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RelativeSizeAxes = Axes.Both;
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for (int i = 0; i < max_sprites; i++)
{
// -1 signals that the part is unusable, and should not be drawn
parts[i].InvalidationID = -1;
}
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AddLayout(partSizeCache);
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}
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[BackgroundDependencyLoader]
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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texture ??= renderer.WhitePixel;
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shader = shaders.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE);
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}
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protected override void LoadComplete()
{
base.LoadComplete();
resetTime();
}
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private Texture texture;
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public Texture Texture
{
get => texture;
set
{
if (texture == value)
return;
texture = value;
Invalidate(Invalidation.DrawNode);
}
}
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private readonly LayoutValue<Vector2> partSizeCache = new LayoutValue<Vector2>(Invalidation.DrawInfo | Invalidation.RequiredParentSizeToFit | Invalidation.Presence);
private Vector2 partSize => partSizeCache.IsValid
? partSizeCache.Value
: (partSizeCache.Value = new Vector2(Texture.DisplayWidth, Texture.DisplayHeight) * DrawInfo.Matrix.ExtractScale().Xy);
/// <summary>
/// The amount of time to fade the cursor trail pieces.
/// </summary>
protected virtual double FadeDuration => 300;
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public override bool IsPresent => true;
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protected override void Update()
{
base.Update();
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Invalidate(Invalidation.DrawNode);
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const int fade_clock_reset_threshold = 1000000;
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time = (float)((Time.Current - timeOffset) / FadeDuration);
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if (time > fade_clock_reset_threshold)
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resetTime();
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}
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private void resetTime()
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{
for (int i = 0; i < parts.Length; ++i)
{
parts[i].Time -= time;
if (parts[i].InvalidationID != -1)
++parts[i].InvalidationID;
}
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time = 0;
timeOffset = Time.Current;
}
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/// <summary>
/// Whether to interpolate mouse movements and add trail pieces at intermediate points.
/// </summary>
protected virtual bool InterpolateMovements => true;
protected virtual float IntervalMultiplier => 1.0f;
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protected virtual bool AvoidDrawingNearCursor => false;
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private Vector2? lastPosition;
private readonly InputResampler resampler = new InputResampler();
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
AddTrail(e.ScreenSpaceMousePosition);
return base.OnMouseMove(e);
}
protected void AddTrail(Vector2 position)
{
if (InterpolateMovements)
{
if (!lastPosition.HasValue)
{
lastPosition = position;
resampler.AddPosition(lastPosition.Value);
return;
}
foreach (Vector2 pos2 in resampler.AddPosition(position))
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{
Trace.Assert(lastPosition.HasValue);
Vector2 pos1 = lastPosition.Value;
Vector2 diff = pos2 - pos1;
float distance = diff.Length;
Vector2 direction = diff / distance;
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float interval = partSize.X / 2.5f * IntervalMultiplier;
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float stopAt = distance - (AvoidDrawingNearCursor ? interval : 0);
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for (float d = interval; d < stopAt; d += interval)
{
lastPosition = pos1 + direction * d;
addPart(lastPosition.Value);
}
}
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}
else
{
lastPosition = position;
addPart(lastPosition.Value);
}
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}
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private void addPart(Vector2 screenSpacePosition)
{
parts[currentIndex].Position = screenSpacePosition;
parts[currentIndex].Time = time + 1;
++parts[currentIndex].InvalidationID;
currentIndex = (currentIndex + 1) % max_sprites;
}
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protected override DrawNode CreateDrawNode() => new TrailDrawNode(this);
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private struct TrailPart
{
public Vector2 Position;
public float Time;
public long InvalidationID;
}
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private class TrailDrawNode : DrawNode
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{
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protected new CursorTrail Source => (CursorTrail)base.Source;
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private IShader shader;
private Texture texture;
private float time;
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private float fadeExponent;
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
private Vector2 size;
private Vector2 originPosition;
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private IVertexBatch<TexturedTrailVertex> vertexBatch;
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public TrailDrawNode(CursorTrail source)
: base(source)
{
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}
public override void ApplyState()
{
base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
size = Source.partSize;
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time = Source.time;
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fadeExponent = Source.FadeExponent;
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originPosition = Vector2.Zero;
if (Source.TrailOrigin.HasFlagFast(Anchor.x1))
originPosition.X = 0.5f;
else if (Source.TrailOrigin.HasFlagFast(Anchor.x2))
originPosition.X = 1f;
if (Source.TrailOrigin.HasFlagFast(Anchor.y1))
originPosition.Y = 0.5f;
else if (Source.TrailOrigin.HasFlagFast(Anchor.y2))
originPosition.Y = 1f;
Source.parts.CopyTo(parts, 0);
}
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private IUniformBuffer<CursorTrailParameters> cursorTrailParameters;
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protected override void Draw(IRenderer renderer)
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{
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base.Draw(renderer);
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vertexBatch ??= renderer.CreateQuadBatch<TexturedTrailVertex>(max_sprites, 1);
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cursorTrailParameters ??= renderer.CreateUniformBuffer<CursorTrailParameters>();
cursorTrailParameters.Data = cursorTrailParameters.Data with
{
FadeClock = time,
FadeExponent = fadeExponent
};
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shader.Bind();
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shader.BindUniformBlock("m_CursorTrailParameters", cursorTrailParameters);
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texture.Bind();
RectangleF textureRect = texture.GetTextureRect();
foreach (var part in parts)
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{
if (part.InvalidationID == -1)
continue;
if (time - part.Time >= 1)
continue;
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vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X - size.X * originPosition.X, part.Position.Y + size.Y * (1 - originPosition.Y)),
TexturePosition = textureRect.BottomLeft,
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TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.BottomLeft.Linear,
Time = part.Time
});
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vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X + size.X * (1 - originPosition.X), part.Position.Y + size.Y * (1 - originPosition.Y)),
TexturePosition = textureRect.BottomRight,
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TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.BottomRight.Linear,
Time = part.Time
});
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vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X + size.X * (1 - originPosition.X), part.Position.Y - size.Y * originPosition.Y),
TexturePosition = textureRect.TopRight,
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TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.TopRight.Linear,
Time = part.Time
});
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vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X - size.X * originPosition.X, part.Position.Y - size.Y * originPosition.Y),
TexturePosition = textureRect.TopLeft,
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TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.TopLeft.Linear,
Time = part.Time
});
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}
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vertexBatch.Draw();
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shader.Unbind();
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}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
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vertexBatch?.Dispose();
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cursorTrailParameters?.Dispose();
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
private record struct CursorTrailParameters
{
public UniformFloat FadeClock;
public UniformFloat FadeExponent;
private readonly UniformPadding8 pad1;
}
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}
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[StructLayout(LayoutKind.Sequential)]
public struct TexturedTrailVertex : IEquatable<TexturedTrailVertex>, IVertex
{
[VertexMember(2, VertexAttribPointerType.Float)]
public Vector2 Position;
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[VertexMember(4, VertexAttribPointerType.Float)]
public Color4 Colour;
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[VertexMember(2, VertexAttribPointerType.Float)]
public Vector2 TexturePosition;
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[VertexMember(4, VertexAttribPointerType.Float)]
public Vector4 TextureRect;
[VertexMember(1, VertexAttribPointerType.Float)]
public float Time;
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public bool Equals(TexturedTrailVertex other)
{
return Position.Equals(other.Position)
&& TexturePosition.Equals(other.TexturePosition)
&& Colour.Equals(other.Colour)
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&& Time.Equals(other.Time);
}
}
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}
}