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Allow flashlight size to be variant
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2cffce805a
commit
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@ -32,7 +32,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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private class Flashlight : Drawable, IRequireHighFrequencyMousePosition
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private class Flashlight : Drawable, IRequireHighFrequencyMousePosition
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{
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{
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private Shader shader;
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private Shader shader;
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private readonly MousePositionWrapper mousePosWrapper = new MousePositionWrapper();
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private readonly MousePositionWrapper mousePosWrapper = new MousePositionWrapper
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{
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FlashlightSize = 300f
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};
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
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@ -45,7 +48,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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flashNode.Shader = shader;
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flashNode.Shader = shader;
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flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
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flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
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flashNode.MousePosWrapper = mousePosWrapper;
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flashNode.MousePosWrapper = mousePosWrapper;
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flashNode.FlashlightSize = 100f;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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@ -64,6 +66,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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private class MousePositionWrapper
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private class MousePositionWrapper
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{
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{
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public Vector2 MousePosition;
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public Vector2 MousePosition;
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public float FlashlightSize;
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public bool FlashlightUniformUpdated;
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}
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}
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private class FlashlightDrawNode : DrawNode
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private class FlashlightDrawNode : DrawNode
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@ -71,8 +75,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public Shader Shader;
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public Shader Shader;
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public Quad ScreenSpaceDrawQuad;
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public Quad ScreenSpaceDrawQuad;
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public MousePositionWrapper MousePosWrapper;
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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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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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{
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@ -80,8 +82,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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Shader.Bind();
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Shader.Bind();
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// ReSharper disable once AssignmentInConditionalExpression
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// ReSharper disable once AssignmentInConditionalExpression
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if(sizeSet = !sizeSet)
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if(MousePosWrapper.FlashlightUniformUpdated = !MousePosWrapper.FlashlightUniformUpdated)
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Shader.GetUniform<float>("flashlightSize").UpdateValue(ref FlashlightSize);
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Shader.GetUniform<float>("flashlightSize").UpdateValue(ref MousePosWrapper.FlashlightSize);
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Shader.GetUniform<Vector2>("mousePos").UpdateValue(ref MousePosWrapper.MousePosition);
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Shader.GetUniform<Vector2>("mousePos").UpdateValue(ref MousePosWrapper.MousePosition);
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