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add flashlight mod
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@ -1,12 +1,94 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModFlashlight : ModFlashlight
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public class OsuModFlashlight : ModFlashlight, IApplicableToRulesetContainer<OsuHitObject>
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{
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public override double ScoreMultiplier => 1.12;
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public void ApplyToRulesetContainer(RulesetContainer<OsuHitObject> rulesetContainer)
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{
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rulesetContainer.KeyBindingInputManager.Add(new Flashlight
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{
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RelativeSizeAxes = Axes.Both,
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});
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}
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private class Flashlight : Drawable, IRequireHighFrequencyMousePosition
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{
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private Shader shader;
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private readonly MousePositionWrapper mousePosWrapper = new MousePositionWrapper();
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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var flashNode = (FlashlightDrawNode)node;
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flashNode.Shader = shader;
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flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
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flashNode.MousePosWrapper = mousePosWrapper;
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flashNode.FlashlightSize = 100f;
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaderManager)
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{
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shader = shaderManager.Load(VertexShaderDescriptor.POSITION, "Flashlight");
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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mousePosWrapper.MousePosition = e.ScreenSpaceMousePosition;
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return base.OnMouseMove(e);
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}
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}
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private class MousePositionWrapper
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{
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public Vector2 MousePosition;
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}
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private class FlashlightDrawNode : DrawNode
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{
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public Shader Shader;
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public Quad ScreenSpaceDrawQuad;
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public MousePositionWrapper MousePosWrapper;
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public float FlashlightSize;
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private bool sizeSet;
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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Shader.Bind();
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// ReSharper disable once AssignmentInConditionalExpression
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if(sizeSet = !sizeSet)
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Shader.GetUniform<float>("flashlightSize").UpdateValue(ref FlashlightSize);
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Shader.GetUniform<Vector2>("mousePos").UpdateValue(ref MousePosWrapper.MousePosition);
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Texture.WhitePixel.DrawQuad(ScreenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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Shader.Unbind();
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}
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}
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}
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}
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