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osu-lazer/osu.Game/Graphics/Sprites/LogoAnimation.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
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using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Sprites;
namespace osu.Game.Graphics.Sprites
{
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public class LogoAnimation : Sprite
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{
[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
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TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation");
RoundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation"); // Masking isn't supported for now
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}
private float animationProgress;
public float AnimationProgress
{
get => animationProgress;
set
{
if (animationProgress == value) return;
animationProgress = value;
Invalidate(Invalidation.DrawInfo);
}
}
public override bool IsPresent => true;
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protected override DrawNode CreateDrawNode() => new LogoAnimationDrawNode(this);
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private class LogoAnimationDrawNode : SpriteDrawNode
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{
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private LogoAnimation source => (LogoAnimation)Source;
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private float progress;
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public LogoAnimationDrawNode(LogoAnimation source)
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: base(source)
{
}
public override void ApplyState()
{
base.ApplyState();
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progress = source.animationProgress;
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}
protected override void Blit(Action<TexturedVertex2D> vertexAction)
{
Shader.GetUniform<float>("progress").UpdateValue(ref progress);
base.Blit(vertexAction);
}
protected override bool CanDrawOpaqueInterior => false;
}
}
}