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Update in line with framework Image changes
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@ -7,14 +7,15 @@ using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.OpenGL.Textures;
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using osu.Framework.Graphics.Lines;
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using osu.Framework.Graphics.Textures;
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using OpenTK;
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using OpenTK.Graphics.ES30;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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@ -43,6 +44,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public double? SnakedEnd { get; private set; }
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private Color4 accentColour = Color4.White;
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/// <summary>
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/// Used to colour the path.
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/// </summary>
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@ -61,6 +63,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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}
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private Color4 borderColour = Color4.White;
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/// <summary>
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/// Used to colour the path border.
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/// </summary>
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@ -85,6 +88,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private Vector2 topLeftOffset;
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private readonly Slider slider;
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public SliderBody(Slider s)
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{
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slider = s;
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@ -139,8 +143,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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var texture = new Texture(textureWidth, 1);
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//initialise background
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var raw = new RawTexture(textureWidth, 1);
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var bytes = raw.Data;
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var raw = new Image<Rgba32>(textureWidth, 1);
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const float aa_portion = 0.02f;
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const float border_portion = 0.128f;
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@ -155,19 +158,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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if (progress <= border_portion)
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{
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bytes[i * 4] = (byte)(BorderColour.R * 255);
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bytes[i * 4 + 1] = (byte)(BorderColour.G * 255);
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bytes[i * 4 + 2] = (byte)(BorderColour.B * 255);
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bytes[i * 4 + 3] = (byte)(Math.Min(progress / aa_portion, 1) * (BorderColour.A * 255));
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raw[i, 0] = new Rgba32(BorderColour.R, BorderColour.G, BorderColour.B, Math.Min(progress / aa_portion, 1) * BorderColour.A);
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}
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else
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{
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progress -= border_portion;
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bytes[i * 4] = (byte)(AccentColour.R * 255);
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bytes[i * 4 + 1] = (byte)(AccentColour.G * 255);
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bytes[i * 4 + 2] = (byte)(AccentColour.B * 255);
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bytes[i * 4 + 3] = (byte)((opacity_at_edge - (opacity_at_edge - opacity_at_centre) * progress / gradient_portion) * (AccentColour.A * 255));
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raw[i, 0] = new Rgba32(AccentColour.R, AccentColour.G, AccentColour.B,
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(opacity_at_edge - (opacity_at_edge - opacity_at_centre) * progress / gradient_portion) * AccentColour.A);
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}
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}
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