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Merge pull request #26479 from EVAST9919/argon-health-rework
Rework `ArgonHealthDisplay` to use shaders
This commit is contained in:
commit
24a06e1d65
@ -2,23 +2,19 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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using osu.Framework.Layout;
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using osu.Framework.Layout;
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using osu.Framework.Threading;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Play.HUD.ArgonHealthDisplayParts;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -40,16 +36,14 @@ namespace osu.Game.Screens.Play.HUD
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[SettingSource("Use relative size")]
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[SettingSource("Use relative size")]
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public BindableBool UseRelativeSize { get; } = new BindableBool(true);
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public BindableBool UseRelativeSize { get; } = new BindableBool(true);
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private BarPath mainBar = null!;
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private ArgonHealthDisplayBar mainBar = null!;
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/// <summary>
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/// <summary>
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/// Used to show a glow at the end of the main bar, or red "damage" area when missing.
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/// Used to show a glow at the end of the main bar, or red "damage" area when missing.
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/// </summary>
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/// </summary>
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private BarPath glowBar = null!;
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private ArgonHealthDisplayBar glowBar = null!;
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private BackgroundPath background = null!;
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private Container content = null!;
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private SliderPath barPath = null!;
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private static readonly Colour4 main_bar_colour = Colour4.White;
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private static readonly Colour4 main_bar_colour = Colour4.White;
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private static readonly Colour4 main_bar_glow_colour = Color4Extensions.FromHex("#7ED7FD").Opacity(0.5f);
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private static readonly Colour4 main_bar_glow_colour = Color4Extensions.FromHex("#7ED7FD").Opacity(0.5f);
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@ -58,23 +52,17 @@ namespace osu.Game.Screens.Play.HUD
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private bool displayingMiss => resetMissBarDelegate != null;
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private bool displayingMiss => resetMissBarDelegate != null;
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private readonly List<Vector2> vertices = new List<Vector2>();
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private double glowBarValue;
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private double glowBarValue;
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private double healthBarValue;
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private double healthBarValue;
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public const float MAIN_PATH_RADIUS = 10f;
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public const float MAIN_PATH_RADIUS = 10f;
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private const float curve_start_offset = 70;
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private const float curve_end_offset = 40;
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private const float padding = MAIN_PATH_RADIUS * 2;
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private const float padding = MAIN_PATH_RADIUS * 2;
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private const float curve_smoothness = 10;
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private const float glow_path_radius = 40f;
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private const float main_path_glow_portion = 0.6f;
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private readonly LayoutValue drawSizeLayout = new LayoutValue(Invalidation.DrawSize);
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private readonly LayoutValue drawSizeLayout = new LayoutValue(Invalidation.DrawSize);
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private readonly Cached pathVerticesCache = new Cached();
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public ArgonHealthDisplay()
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public ArgonHealthDisplay()
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{
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{
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AddLayout(drawSizeLayout);
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AddLayout(drawSizeLayout);
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@ -92,36 +80,39 @@ namespace osu.Game.Screens.Play.HUD
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{
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{
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AutoSizeAxes = Axes.Y;
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AutoSizeAxes = Axes.Y;
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InternalChild = new Container
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InternalChild = content = new Container
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{
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{
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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Children = new Drawable[]
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{
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{
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background = new BackgroundPath
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new ArgonHealthDisplayBackground
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{
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{
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PathRadius = MAIN_PATH_RADIUS,
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RelativeSizeAxes = Axes.Both
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},
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},
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glowBar = new BarPath
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new Container
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{
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{
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BarColour = Color4.White,
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RelativeSizeAxes = Axes.Both,
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GlowColour = main_bar_glow_colour,
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// since we are using bigger path radius we need to expand the draw area outwards to preserve the curve placement
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Blending = BlendingParameters.Additive,
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Padding = new MarginPadding(MAIN_PATH_RADIUS - glow_path_radius),
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Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0.8f), Color4.White),
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Child = glowBar = new ArgonHealthDisplayBar
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PathRadius = 40f,
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{
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// Kinda hacky, but results in correct positioning with increased path radius.
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RelativeSizeAxes = Axes.Both,
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Margin = new MarginPadding(-30f),
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BarColour = Color4.White,
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GlowPortion = 0.9f,
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GlowColour = main_bar_glow_colour,
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Blending = BlendingParameters.Additive,
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Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0.8f), Color4.White),
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PathRadius = glow_path_radius,
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GlowPortion = (glow_path_radius - MAIN_PATH_RADIUS * (1f - main_path_glow_portion)) / glow_path_radius,
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}
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},
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},
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mainBar = new BarPath
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mainBar = new ArgonHealthDisplayBar
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{
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Blending = BlendingParameters.Additive,
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BarColour = main_bar_colour,
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BarColour = main_bar_colour,
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GlowColour = main_bar_glow_colour,
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GlowColour = main_bar_glow_colour,
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PathRadius = MAIN_PATH_RADIUS,
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PathRadius = MAIN_PATH_RADIUS,
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GlowPortion = 0.6f,
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GlowPortion = main_path_glow_portion
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},
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}
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}
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}
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};
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};
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}
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}
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@ -142,7 +133,7 @@ namespace osu.Game.Screens.Play.HUD
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UseRelativeSize.BindValueChanged(v => RelativeSizeAxes = v.NewValue ? Axes.X : Axes.None, true);
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UseRelativeSize.BindValueChanged(v => RelativeSizeAxes = v.NewValue ? Axes.X : Axes.None, true);
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Width = previousWidth;
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Width = previousWidth;
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BarHeight.BindValueChanged(_ => updatePath(), true);
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BarHeight.BindValueChanged(_ => updateContentSize(), true);
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}
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}
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private void onNewJudgement(JudgementResult result) => pendingMissAnimation |= !result.IsHit;
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private void onNewJudgement(JudgementResult result) => pendingMissAnimation |= !result.IsHit;
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@ -153,7 +144,7 @@ namespace osu.Game.Screens.Play.HUD
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if (!drawSizeLayout.IsValid)
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if (!drawSizeLayout.IsValid)
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{
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{
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updatePath();
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updateContentSize();
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drawSizeLayout.Validate();
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drawSizeLayout.Validate();
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}
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}
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@ -164,7 +155,7 @@ namespace osu.Game.Screens.Play.HUD
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mainBar.Alpha = (float)Interpolation.DampContinuously(mainBar.Alpha, Current.Value > 0 ? 1 : 0, 40, Time.Elapsed);
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mainBar.Alpha = (float)Interpolation.DampContinuously(mainBar.Alpha, Current.Value > 0 ? 1 : 0, 40, Time.Elapsed);
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glowBar.Alpha = (float)Interpolation.DampContinuously(glowBar.Alpha, glowBarValue > 0 ? 1 : 0, 40, Time.Elapsed);
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glowBar.Alpha = (float)Interpolation.DampContinuously(glowBar.Alpha, glowBarValue > 0 ? 1 : 0, 40, Time.Elapsed);
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updatePathVertices();
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updatePathProgress();
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}
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}
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protected override void HealthChanged(bool increase)
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protected override void HealthChanged(bool increase)
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@ -194,10 +185,9 @@ namespace osu.Game.Screens.Play.HUD
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if (!displayingMiss)
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if (!displayingMiss)
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{
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{
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// TODO: REMOVE THIS. It's recreating textures.
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glowBar.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), Colour4.White, 30, Easing.OutQuint)
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glowBar.TransformTo(nameof(BarPath.GlowColour), Colour4.White, 30, Easing.OutQuint)
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.Then()
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.Then()
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.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
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.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
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}
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}
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}
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}
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@ -212,13 +202,11 @@ namespace osu.Game.Screens.Play.HUD
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finishMissDisplay();
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finishMissDisplay();
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}, out resetMissBarDelegate);
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}, out resetMissBarDelegate);
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// TODO: REMOVE THIS. It's recreating textures.
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glowBar.TransformTo(nameof(ArgonHealthDisplayBar.BarColour), new Colour4(255, 147, 147, 255), 100, Easing.OutQuint).Then()
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glowBar.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 147, 147, 255), 100, Easing.OutQuint).Then()
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.TransformTo(nameof(ArgonHealthDisplayBar.BarColour), new Colour4(255, 93, 93, 255), 800, Easing.OutQuint);
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.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 93, 93, 255), 800, Easing.OutQuint);
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// TODO: REMOVE THIS. It's recreating textures.
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glowBar.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), new Colour4(253, 0, 0, 255).Lighten(0.2f))
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glowBar.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255).Lighten(0.2f))
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.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), new Colour4(253, 0, 0, 255), 800, Easing.OutQuint);
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.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255), 800, Easing.OutQuint);
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}
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}
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private void finishMissDisplay()
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private void finishMissDisplay()
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@ -228,53 +216,22 @@ namespace osu.Game.Screens.Play.HUD
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if (Current.Value > 0)
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if (Current.Value > 0)
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{
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{
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// TODO: REMOVE THIS. It's recreating textures.
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glowBar.TransformTo(nameof(ArgonHealthDisplayBar.BarColour), main_bar_colour, 300, Easing.In);
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glowBar.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 300, Easing.In);
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glowBar.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), main_bar_glow_colour, 300, Easing.In);
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glowBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.In);
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}
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}
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resetMissBarDelegate?.Cancel();
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resetMissBarDelegate?.Cancel();
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resetMissBarDelegate = null;
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resetMissBarDelegate = null;
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}
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}
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private void updatePath()
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private void updateContentSize()
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{
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{
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float usableWidth = DrawWidth - padding;
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float usableWidth = DrawWidth - padding;
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if (usableWidth < 0) enforceMinimumWidth();
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if (usableWidth < 0) enforceMinimumWidth();
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// the display starts curving at `curve_start_offset` units from the right and ends curving at `curve_end_offset`.
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content.Size = new Vector2(DrawWidth, BarHeight.Value + padding);
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// to ensure that the curve is symmetric when it starts being narrow enough, add a `curve_end_offset` to the left side too.
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updatePathProgress();
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const float rescale_cutoff = curve_start_offset + curve_end_offset;
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float barLength = Math.Max(DrawWidth - padding, rescale_cutoff);
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float curveStart = barLength - curve_start_offset;
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float curveEnd = barLength - curve_end_offset;
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Vector2 diagonalDir = (new Vector2(curveEnd, BarHeight.Value) - new Vector2(curveStart, 0)).Normalized();
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barPath = new SliderPath(new[]
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{
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new PathControlPoint(new Vector2(0, 0), PathType.LINEAR),
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new PathControlPoint(new Vector2(curveStart - curve_smoothness, 0), PathType.BEZIER),
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new PathControlPoint(new Vector2(curveStart, 0)),
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new PathControlPoint(new Vector2(curveStart, 0) + diagonalDir * curve_smoothness, PathType.LINEAR),
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new PathControlPoint(new Vector2(curveEnd, BarHeight.Value) - diagonalDir * curve_smoothness, PathType.BEZIER),
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new PathControlPoint(new Vector2(curveEnd, BarHeight.Value)),
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new PathControlPoint(new Vector2(curveEnd + curve_smoothness, BarHeight.Value), PathType.LINEAR),
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new PathControlPoint(new Vector2(barLength, BarHeight.Value)),
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});
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if (DrawWidth - padding < rescale_cutoff)
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rescalePathProportionally();
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barPath.GetPathToProgress(vertices, 0.0, 1.0);
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background.Vertices = vertices;
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mainBar.Vertices = vertices;
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glowBar.Vertices = vertices;
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updatePathVertices();
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void enforceMinimumWidth()
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void enforceMinimumWidth()
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{
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{
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@ -287,35 +244,12 @@ namespace osu.Game.Screens.Play.HUD
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RelativeSizeAxes = relativeAxes;
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RelativeSizeAxes = relativeAxes;
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}
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}
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void rescalePathProportionally()
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{
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foreach (var point in barPath.ControlPoints)
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point.Position = new Vector2(point.Position.X / barLength * (DrawWidth - padding), point.Position.Y);
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}
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}
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}
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private void updatePathVertices()
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private void updatePathProgress()
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{
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{
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barPath.GetPathToProgress(vertices, 0.0, healthBarValue);
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mainBar.ProgressRange = new Vector2(0f, (float)healthBarValue);
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if (vertices.Count == 0) vertices.Add(Vector2.Zero);
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glowBar.ProgressRange = new Vector2((float)healthBarValue, (float)Math.Max(glowBarValue, healthBarValue));
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Vector2 initialVertex = vertices[0];
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for (int i = 0; i < vertices.Count; i++)
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vertices[i] -= initialVertex;
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mainBar.Vertices = vertices;
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mainBar.Position = initialVertex;
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barPath.GetPathToProgress(vertices, healthBarValue, Math.Max(glowBarValue, healthBarValue));
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if (vertices.Count == 0) vertices.Add(Vector2.Zero);
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initialVertex = vertices[0];
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for (int i = 0; i < vertices.Count; i++)
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vertices[i] -= initialVertex;
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glowBar.Vertices = vertices;
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glowBar.Position = initialVertex;
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pathVerticesCache.Validate();
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}
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}
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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@ -325,67 +259,5 @@ namespace osu.Game.Screens.Play.HUD
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if (HealthProcessor.IsNotNull())
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if (HealthProcessor.IsNotNull())
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HealthProcessor.NewJudgement -= onNewJudgement;
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HealthProcessor.NewJudgement -= onNewJudgement;
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}
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}
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private partial class BackgroundPath : SmoothPath
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{
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private static readonly Color4 colour_white = Color4.White.Opacity(0.8f);
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private static readonly Color4 colour_black = Color4.Black.Opacity(0.2f);
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protected override Color4 ColourAt(float position)
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{
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if (position <= 0.16f)
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return colour_white;
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return Interpolation.ValueAt(position,
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colour_white,
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colour_black,
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-0.5f, 1f, Easing.OutQuint);
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}
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}
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private partial class BarPath : SmoothPath
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{
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private Colour4 barColour;
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public Colour4 BarColour
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|
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{
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|
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get => barColour;
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|
||||||
set
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|
||||||
{
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|
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if (barColour == value)
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return;
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|
||||||
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|
||||||
barColour = value;
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||||||
InvalidateTexture();
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||||||
}
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||||||
}
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||||||
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|
||||||
private Colour4 glowColour;
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|
||||||
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|
||||||
public Colour4 GlowColour
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|
||||||
{
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|
||||||
get => glowColour;
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|
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set
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|
||||||
{
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|
||||||
if (glowColour == value)
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||||||
return;
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|
||||||
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|
||||||
glowColour = value;
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|
||||||
InvalidateTexture();
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|
||||||
}
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|
||||||
}
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|
||||||
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|
||||||
public float GlowPortion { get; init; }
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|
||||||
|
|
||||||
private static readonly Colour4 transparent_black = Colour4.Black.Opacity(0.0f);
|
|
||||||
|
|
||||||
protected override Color4 ColourAt(float position)
|
|
||||||
{
|
|
||||||
if (position >= GlowPortion)
|
|
||||||
return BarColour;
|
|
||||||
|
|
||||||
return Interpolation.ValueAt(position, transparent_black, GlowColour, 0.0, GlowPortion, Easing.InQuint);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -0,0 +1,71 @@
|
|||||||
|
// 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.
|
||||||
|
|
||||||
|
using System.Runtime.InteropServices;
|
||||||
|
using osu.Framework.Allocation;
|
||||||
|
using osu.Framework.Graphics;
|
||||||
|
using osu.Framework.Graphics.Rendering;
|
||||||
|
using osu.Framework.Graphics.Shaders;
|
||||||
|
using osu.Framework.Graphics.Shaders.Types;
|
||||||
|
using osu.Framework.Graphics.Shapes;
|
||||||
|
using osu.Framework.Graphics.Sprites;
|
||||||
|
using osuTK;
|
||||||
|
|
||||||
|
namespace osu.Game.Screens.Play.HUD.ArgonHealthDisplayParts
|
||||||
|
{
|
||||||
|
public partial class ArgonHealthDisplayBackground : Box
|
||||||
|
{
|
||||||
|
[BackgroundDependencyLoader]
|
||||||
|
private void load(ShaderManager shaders)
|
||||||
|
{
|
||||||
|
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "ArgonBarPathBackground");
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override DrawNode CreateDrawNode() => new ArgonBarPathDrawNode(this);
|
||||||
|
|
||||||
|
private class ArgonBarPathDrawNode : SpriteDrawNode
|
||||||
|
{
|
||||||
|
protected new ArgonHealthDisplayBackground Source => (ArgonHealthDisplayBackground)base.Source;
|
||||||
|
|
||||||
|
private IUniformBuffer<ArgonBarPathBackgroundParameters>? parametersBuffer;
|
||||||
|
|
||||||
|
public ArgonBarPathDrawNode(ArgonHealthDisplayBackground source)
|
||||||
|
: base(source)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector2 size;
|
||||||
|
|
||||||
|
public override void ApplyState()
|
||||||
|
{
|
||||||
|
base.ApplyState();
|
||||||
|
size = Source.DrawSize;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void BindUniformResources(IShader shader, IRenderer renderer)
|
||||||
|
{
|
||||||
|
base.BindUniformResources(shader, renderer);
|
||||||
|
|
||||||
|
parametersBuffer ??= renderer.CreateUniformBuffer<ArgonBarPathBackgroundParameters>();
|
||||||
|
parametersBuffer.Data = new ArgonBarPathBackgroundParameters { Size = size };
|
||||||
|
|
||||||
|
shader.BindUniformBlock("m_ArgonBarPathBackgroundParameters", parametersBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override bool CanDrawOpaqueInterior => false;
|
||||||
|
|
||||||
|
protected override void Dispose(bool isDisposing)
|
||||||
|
{
|
||||||
|
base.Dispose(isDisposing);
|
||||||
|
parametersBuffer?.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
||||||
|
private record struct ArgonBarPathBackgroundParameters
|
||||||
|
{
|
||||||
|
public UniformVector2 Size;
|
||||||
|
private readonly UniformPadding8 pad;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,181 @@
|
|||||||
|
// 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.
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Runtime.InteropServices;
|
||||||
|
using osu.Framework.Allocation;
|
||||||
|
using osu.Framework.Extensions.Color4Extensions;
|
||||||
|
using osu.Framework.Graphics;
|
||||||
|
using osu.Framework.Graphics.Rendering;
|
||||||
|
using osu.Framework.Graphics.Shaders;
|
||||||
|
using osu.Framework.Graphics.Shaders.Types;
|
||||||
|
using osu.Framework.Graphics.Shapes;
|
||||||
|
using osu.Framework.Graphics.Sprites;
|
||||||
|
using osuTK;
|
||||||
|
using osuTK.Graphics;
|
||||||
|
|
||||||
|
namespace osu.Game.Screens.Play.HUD.ArgonHealthDisplayParts
|
||||||
|
{
|
||||||
|
public partial class ArgonHealthDisplayBar : Box
|
||||||
|
{
|
||||||
|
private Vector2 progressRange = new Vector2(0f, 1f);
|
||||||
|
|
||||||
|
public Vector2 ProgressRange
|
||||||
|
{
|
||||||
|
get => progressRange;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (progressRange == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
progressRange = value;
|
||||||
|
Invalidate(Invalidation.DrawNode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private float radius = 10f;
|
||||||
|
|
||||||
|
public float PathRadius
|
||||||
|
{
|
||||||
|
get => radius;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (radius == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
radius = value;
|
||||||
|
Invalidate(Invalidation.DrawNode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private float glowPortion;
|
||||||
|
|
||||||
|
public float GlowPortion
|
||||||
|
{
|
||||||
|
get => glowPortion;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (glowPortion == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
glowPortion = value;
|
||||||
|
Invalidate(Invalidation.DrawNode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private Colour4 barColour = Color4.White;
|
||||||
|
|
||||||
|
public Colour4 BarColour
|
||||||
|
{
|
||||||
|
get => barColour;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (barColour == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
barColour = value;
|
||||||
|
Invalidate(Invalidation.DrawNode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private Colour4 glowColour = Color4.White.Opacity(0);
|
||||||
|
|
||||||
|
public Colour4 GlowColour
|
||||||
|
{
|
||||||
|
get => glowColour;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (glowColour == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
glowColour = value;
|
||||||
|
Invalidate(Invalidation.DrawNode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[BackgroundDependencyLoader]
|
||||||
|
private void load(ShaderManager shaders)
|
||||||
|
{
|
||||||
|
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "ArgonBarPath");
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override DrawNode CreateDrawNode() => new ArgonBarPathDrawNode(this);
|
||||||
|
|
||||||
|
private class ArgonBarPathDrawNode : SpriteDrawNode
|
||||||
|
{
|
||||||
|
protected new ArgonHealthDisplayBar Source => (ArgonHealthDisplayBar)base.Source;
|
||||||
|
|
||||||
|
private IUniformBuffer<ArgonBarPathParameters>? parametersBuffer;
|
||||||
|
|
||||||
|
public ArgonBarPathDrawNode(ArgonHealthDisplayBar source)
|
||||||
|
: base(source)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector2 size;
|
||||||
|
private Vector2 progressRange;
|
||||||
|
private float pathRadius;
|
||||||
|
private float glowPortion;
|
||||||
|
private Color4 barColour;
|
||||||
|
private Color4 glowColour;
|
||||||
|
|
||||||
|
public override void ApplyState()
|
||||||
|
{
|
||||||
|
base.ApplyState();
|
||||||
|
|
||||||
|
size = Source.DrawSize;
|
||||||
|
progressRange = new Vector2(Math.Min(Source.progressRange.X, Source.progressRange.Y), Source.progressRange.Y);
|
||||||
|
pathRadius = Source.PathRadius;
|
||||||
|
glowPortion = Source.GlowPortion;
|
||||||
|
barColour = Source.barColour;
|
||||||
|
glowColour = Source.glowColour;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Draw(IRenderer renderer)
|
||||||
|
{
|
||||||
|
if (pathRadius == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
base.Draw(renderer);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void BindUniformResources(IShader shader, IRenderer renderer)
|
||||||
|
{
|
||||||
|
base.BindUniformResources(shader, renderer);
|
||||||
|
|
||||||
|
parametersBuffer ??= renderer.CreateUniformBuffer<ArgonBarPathParameters>();
|
||||||
|
parametersBuffer.Data = new ArgonBarPathParameters
|
||||||
|
{
|
||||||
|
BarColour = new Vector4(barColour.R, barColour.G, barColour.B, barColour.A),
|
||||||
|
GlowColour = new Vector4(glowColour.R, glowColour.G, glowColour.B, glowColour.A),
|
||||||
|
GlowPortion = glowPortion,
|
||||||
|
Size = size,
|
||||||
|
ProgressRange = progressRange,
|
||||||
|
PathRadius = pathRadius
|
||||||
|
};
|
||||||
|
|
||||||
|
shader.BindUniformBlock("m_ArgonBarPathParameters", parametersBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override bool CanDrawOpaqueInterior => false;
|
||||||
|
|
||||||
|
protected override void Dispose(bool isDisposing)
|
||||||
|
{
|
||||||
|
base.Dispose(isDisposing);
|
||||||
|
parametersBuffer?.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
||||||
|
private record struct ArgonBarPathParameters
|
||||||
|
{
|
||||||
|
public UniformVector4 BarColour;
|
||||||
|
public UniformVector4 GlowColour;
|
||||||
|
public UniformVector2 Size;
|
||||||
|
public UniformVector2 ProgressRange;
|
||||||
|
public UniformFloat PathRadius;
|
||||||
|
public UniformFloat GlowPortion;
|
||||||
|
private readonly UniformPadding8 pad;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -37,7 +37,7 @@
|
|||||||
</PackageReference>
|
</PackageReference>
|
||||||
<PackageReference Include="Realm" Version="11.5.0" />
|
<PackageReference Include="Realm" Version="11.5.0" />
|
||||||
<PackageReference Include="ppy.osu.Framework" Version="2024.114.0" />
|
<PackageReference Include="ppy.osu.Framework" Version="2024.114.0" />
|
||||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2023.1228.0" />
|
<PackageReference Include="ppy.osu.Game.Resources" Version="2024.116.0" />
|
||||||
<PackageReference Include="Sentry" Version="3.40.0" />
|
<PackageReference Include="Sentry" Version="3.40.0" />
|
||||||
<!-- Held back due to 0.34.0 failing AOT compilation on ZstdSharp.dll dependency. -->
|
<!-- Held back due to 0.34.0 failing AOT compilation on ZstdSharp.dll dependency. -->
|
||||||
<PackageReference Include="SharpCompress" Version="0.33.0" />
|
<PackageReference Include="SharpCompress" Version="0.33.0" />
|
||||||
|
Loading…
Reference in New Issue
Block a user