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Merge branch 'master' into spinner-speed-fix

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Justin 2024-01-17 01:40:53 +11:00 committed by GitHub
commit 7736445659
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17 changed files with 418 additions and 199 deletions

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@ -51,10 +51,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
base.LoadComplete();
hitObjectPosition = hitObject.PositionBindable.GetBoundCopy();
hitObjectPosition.BindValueChanged(_ => updateConnectingPath());
hitObjectPosition.BindValueChanged(_ => Scheduler.AddOnce(updateConnectingPath));
pathVersion = hitObject.Path.Version.GetBoundCopy();
pathVersion.BindValueChanged(_ => updateConnectingPath());
pathVersion.BindValueChanged(_ => Scheduler.AddOnce(updateConnectingPath));
updateConnectingPath();
}

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@ -244,6 +244,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
else if (slidingSample.IsPlaying)
slidingSample.Stop();
}
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
// During slider path editing, the PlaySliderBody is scheduled to refresh once on Update.
// It is crucial to perform the code below in UpdateAfterChildren. This ensures that the SliderBody has the opportunity
// to update its Size and PathOffset beforehand, ensuring correct placement.
double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);

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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.Objects
set
{
repeatCount = value;
updateNestedPositions();
endPositionCache.Invalidate();
}
}
@ -165,7 +165,7 @@ namespace osu.Game.Rulesets.Osu.Objects
public Slider()
{
SamplesBindable.CollectionChanged += (_, _) => UpdateNestedSamples();
Path.Version.ValueChanged += _ => updateNestedPositions();
Path.Version.ValueChanged += _ => endPositionCache.Invalidate();
}
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)

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@ -14,16 +14,16 @@ namespace osu.Game.Rulesets.Osu.Objects
/// </summary>
public abstract class SliderEndCircle : HitCircle
{
private readonly Slider slider;
protected readonly Slider Slider;
protected SliderEndCircle(Slider slider)
{
this.slider = slider;
Slider = slider;
}
public int RepeatIndex { get; set; }
public double SpanDuration => slider.SpanDuration;
public double SpanDuration => Slider.SpanDuration;
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Osu.Objects
else
{
// The first end circle should fade in with the slider.
TimePreempt += StartTime - slider.StartTime;
TimePreempt += StartTime - Slider.StartTime;
}
}

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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
ScaleBindable.BindValueChanged(scale => PathRadius = OsuHitObject.OBJECT_RADIUS * scale.NewValue, true);
pathVersion = drawableSlider.PathVersion.GetBoundCopy();
pathVersion.BindValueChanged(_ => Refresh());
pathVersion.BindValueChanged(_ => Scheduler.AddOnce(Refresh));
AccentColourBindable = drawableObject.AccentColour.GetBoundCopy();
AccentColourBindable.BindValueChanged(accent => AccentColour = GetBodyAccentColour(skin, accent.NewValue), true);

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@ -18,10 +18,12 @@ using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Scoring.Legacy;
using osu.Game.Tests.Beatmaps;
@ -385,6 +387,42 @@ namespace osu.Game.Tests.Rulesets.Scoring
Assert.That(scoreProcessor.Accuracy.Value, Is.Not.EqualTo(1));
}
[Test]
public void TestNormalGrades()
{
scoreProcessor.ApplyBeatmap(new Beatmap());
Assert.That(scoreProcessor.Rank.Value, Is.EqualTo(ScoreRank.X));
scoreProcessor.Accuracy.Value = 0.99f;
Assert.That(scoreProcessor.Rank.Value, Is.EqualTo(ScoreRank.S));
}
[Test]
public void TestSilverGrades()
{
scoreProcessor.ApplyBeatmap(new Beatmap());
Assert.That(scoreProcessor.Rank.Value, Is.EqualTo(ScoreRank.X));
scoreProcessor.Mods.Value = new[] { new OsuModHidden() };
Assert.That(scoreProcessor.Rank.Value, Is.EqualTo(ScoreRank.XH));
scoreProcessor.Accuracy.Value = 0.99f;
Assert.That(scoreProcessor.Rank.Value, Is.EqualTo(ScoreRank.SH));
}
[Test]
public void TestSilverGradesModsAppliedFirst()
{
scoreProcessor.Mods.Value = new[] { new OsuModHidden() };
scoreProcessor.ApplyBeatmap(new Beatmap());
Assert.That(scoreProcessor.Rank.Value, Is.EqualTo(ScoreRank.XH));
scoreProcessor.Accuracy.Value = 0.99f;
Assert.That(scoreProcessor.Rank.Value, Is.EqualTo(ScoreRank.SH));
}
private class TestJudgement : Judgement
{
public override HitResult MaxResult { get; }

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@ -35,6 +35,7 @@ using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
@ -834,6 +835,24 @@ namespace osu.Game.Tests.Visual.Navigation
AddAssert("exit dialog is shown", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog is ConfirmExitDialog);
}
[Test]
public void TestQuickSkinEditorDoesntNukeSkin()
{
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddStep("open", () => InputManager.Key(Key.Space));
AddStep("skin", () => InputManager.Key(Key.E));
AddStep("editor", () => InputManager.Key(Key.S));
AddStep("and close immediately", () => InputManager.Key(Key.Escape));
AddStep("open again", () => InputManager.Key(Key.S));
Player player = null;
AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddUntilStep("wait for gameplay still has health bar", () => player.ChildrenOfType<ArgonHealthDisplay>().Any());
}
[Test]
public void TestTouchScreenDetectionAtSongSelect()
{

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@ -164,7 +164,8 @@ namespace osu.Game.Online.Leaderboards
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
AutoSizeAxes = Axes.Both,
AutoSizeAxes = Axes.X,
Height = 28,
Direction = FillDirection.Horizontal,
Spacing = new Vector2(10f, 0f),
Children = new Drawable[]

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@ -47,7 +47,7 @@ namespace osu.Game.Overlays.SkinEditor
protected override bool StartHidden => true;
private Drawable targetScreen = null!;
private Drawable? targetScreen;
private OsuTextFlowContainer headerText = null!;
@ -541,8 +541,14 @@ namespace osu.Game.Overlays.SkinEditor
if (!hasBegunMutating)
return;
if (targetScreen?.IsLoaded != true)
return;
SkinComponentsContainer[] targetContainers = availableTargets.ToArray();
if (!targetContainers.All(c => c.ComponentsLoaded))
return;
foreach (var t in targetContainers)
currentSkin.Value.UpdateDrawableTarget(t);

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@ -136,10 +136,15 @@ namespace osu.Game.Overlays.SkinEditor
globallyReenableBeatmapSkinSetting();
}
public void PresentGameplay()
public void PresentGameplay() => presentGameplay(false);
private void presentGameplay(bool attemptedBeatmapSwitch)
{
performer?.PerformFromScreen(screen =>
{
if (State.Value != Visibility.Visible)
return;
if (beatmap.Value is DummyWorkingBeatmap)
{
// presume we don't have anything good to play and just bail.
@ -149,8 +154,12 @@ namespace osu.Game.Overlays.SkinEditor
// If we're playing the intro, switch away to another beatmap.
if (beatmap.Value.BeatmapSetInfo.Protected)
{
music.NextTrack();
Schedule(PresentGameplay);
if (!attemptedBeatmapSwitch)
{
music.NextTrack();
Schedule(() => presentGameplay(true));
}
return;
}

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@ -94,6 +94,11 @@ namespace osu.Game.Rulesets.Judgements
/// </summary>
public bool IsHit => Type.IsHit();
/// <summary>
/// The increase in health resulting from this judgement result.
/// </summary>
public double HealthIncrease => Judgement.HealthIncreaseFor(this);
/// <summary>
/// Creates a new <see cref="JudgementResult"/>.
/// </summary>

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@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/>.</param>
/// <returns>The health increase.</returns>
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.Judgement.HealthIncreaseFor(result);
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.HealthIncrease;
/// <summary>
/// The default conditions for failing.

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@ -186,16 +186,7 @@ namespace osu.Game.Rulesets.Scoring
Ruleset = ruleset;
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
Accuracy.ValueChanged += accuracy =>
{
// Once failed, we shouldn't update the rank anymore.
if (rank.Value == ScoreRank.F)
return;
rank.Value = RankFromAccuracy(accuracy.NewValue);
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
};
Accuracy.ValueChanged += _ => updateRank();
Mods.ValueChanged += mods =>
{
@ -205,6 +196,7 @@ namespace osu.Game.Rulesets.Scoring
scoreMultiplier *= m.ScoreMultiplier;
updateScore();
updateRank();
};
}
@ -372,6 +364,17 @@ namespace osu.Game.Rulesets.Scoring
TotalScore.Value = (long)Math.Round(ComputeTotalScore(comboProgress, accuracyProcess, currentBonusPortion) * scoreMultiplier);
}
private void updateRank()
{
// Once failed, we shouldn't update the rank anymore.
if (rank.Value == ScoreRank.F)
return;
rank.Value = RankFromAccuracy(Accuracy.Value);
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
rank.Value = mod.AdjustRank(Rank.Value, Accuracy.Value);
}
protected virtual double ComputeTotalScore(double comboProgress, double accuracyProgress, double bonusPortion)
{
return 500000 * Accuracy.Value * comboProgress +
@ -417,8 +420,8 @@ namespace osu.Game.Rulesets.Scoring
TotalScore.Value = 0;
Accuracy.Value = 1;
Combo.Value = 0;
rank.Value = ScoreRank.X;
HighestCombo.Value = 0;
updateRank();
}
/// <summary>

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@ -2,23 +2,19 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Caching;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Lines;
using osu.Framework.Layout;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Screens.Play.HUD.ArgonHealthDisplayParts;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
@ -40,16 +36,14 @@ namespace osu.Game.Screens.Play.HUD
[SettingSource("Use relative size")]
public BindableBool UseRelativeSize { get; } = new BindableBool(true);
private BarPath mainBar = null!;
private ArgonHealthDisplayBar mainBar = null!;
/// <summary>
/// Used to show a glow at the end of the main bar, or red "damage" area when missing.
/// </summary>
private BarPath glowBar = null!;
private ArgonHealthDisplayBar glowBar = null!;
private BackgroundPath background = null!;
private SliderPath barPath = null!;
private Container content = null!;
private static readonly Colour4 main_bar_colour = Colour4.White;
private static readonly Colour4 main_bar_glow_colour = Color4Extensions.FromHex("#7ED7FD").Opacity(0.5f);
@ -58,23 +52,17 @@ namespace osu.Game.Screens.Play.HUD
private bool displayingMiss => resetMissBarDelegate != null;
private readonly List<Vector2> vertices = new List<Vector2>();
private double glowBarValue;
private double healthBarValue;
public const float MAIN_PATH_RADIUS = 10f;
private const float curve_start_offset = 70;
private const float curve_end_offset = 40;
private const float padding = MAIN_PATH_RADIUS * 2;
private const float curve_smoothness = 10;
private const float glow_path_radius = 40f;
private const float main_path_glow_portion = 0.6f;
private readonly LayoutValue drawSizeLayout = new LayoutValue(Invalidation.DrawSize);
private readonly Cached pathVerticesCache = new Cached();
public ArgonHealthDisplay()
{
AddLayout(drawSizeLayout);
@ -92,36 +80,39 @@ namespace osu.Game.Screens.Play.HUD
{
AutoSizeAxes = Axes.Y;
InternalChild = new Container
InternalChild = content = new Container
{
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
background = new BackgroundPath
new ArgonHealthDisplayBackground
{
PathRadius = MAIN_PATH_RADIUS,
RelativeSizeAxes = Axes.Both
},
glowBar = new BarPath
new Container
{
BarColour = Color4.White,
GlowColour = main_bar_glow_colour,
Blending = BlendingParameters.Additive,
Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0.8f), Color4.White),
PathRadius = 40f,
// Kinda hacky, but results in correct positioning with increased path radius.
Margin = new MarginPadding(-30f),
GlowPortion = 0.9f,
RelativeSizeAxes = Axes.Both,
// since we are using bigger path radius we need to expand the draw area outwards to preserve the curve placement
Padding = new MarginPadding(MAIN_PATH_RADIUS - glow_path_radius),
Child = glowBar = new ArgonHealthDisplayBar
{
RelativeSizeAxes = Axes.Both,
BarColour = Color4.White,
GlowColour = main_bar_glow_colour,
Blending = BlendingParameters.Additive,
Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0.8f), Color4.White),
PathRadius = glow_path_radius,
GlowPortion = (glow_path_radius - MAIN_PATH_RADIUS * (1f - main_path_glow_portion)) / glow_path_radius,
}
},
mainBar = new BarPath
mainBar = new ArgonHealthDisplayBar
{
AutoSizeAxes = Axes.None,
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
BarColour = main_bar_colour,
GlowColour = main_bar_glow_colour,
PathRadius = MAIN_PATH_RADIUS,
GlowPortion = 0.6f,
},
GlowPortion = main_path_glow_portion
}
}
};
}
@ -142,10 +133,15 @@ namespace osu.Game.Screens.Play.HUD
UseRelativeSize.BindValueChanged(v => RelativeSizeAxes = v.NewValue ? Axes.X : Axes.None, true);
Width = previousWidth;
BarHeight.BindValueChanged(_ => updatePath(), true);
BarHeight.BindValueChanged(_ => updateContentSize(), true);
}
private void onNewJudgement(JudgementResult result) => pendingMissAnimation |= !result.IsHit;
private void onNewJudgement(JudgementResult result)
{
// Check the health increase because cases like osu!catch bananas fire `IgnoreMiss`,
// which counts as a miss but doesn't actually subtract any health.
pendingMissAnimation |= !result.IsHit && result.HealthIncrease < 0;
}
protected override void Update()
{
@ -153,7 +149,7 @@ namespace osu.Game.Screens.Play.HUD
if (!drawSizeLayout.IsValid)
{
updatePath();
updateContentSize();
drawSizeLayout.Validate();
}
@ -164,7 +160,7 @@ namespace osu.Game.Screens.Play.HUD
mainBar.Alpha = (float)Interpolation.DampContinuously(mainBar.Alpha, Current.Value > 0 ? 1 : 0, 40, Time.Elapsed);
glowBar.Alpha = (float)Interpolation.DampContinuously(glowBar.Alpha, glowBarValue > 0 ? 1 : 0, 40, Time.Elapsed);
updatePathVertices();
updatePathProgress();
}
protected override void HealthChanged(bool increase)
@ -194,10 +190,9 @@ namespace osu.Game.Screens.Play.HUD
if (!displayingMiss)
{
// TODO: REMOVE THIS. It's recreating textures.
glowBar.TransformTo(nameof(BarPath.GlowColour), Colour4.White, 30, Easing.OutQuint)
glowBar.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), Colour4.White, 30, Easing.OutQuint)
.Then()
.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
}
}
@ -212,13 +207,11 @@ namespace osu.Game.Screens.Play.HUD
finishMissDisplay();
}, out resetMissBarDelegate);
// TODO: REMOVE THIS. It's recreating textures.
glowBar.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 147, 147, 255), 100, Easing.OutQuint).Then()
.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 93, 93, 255), 800, Easing.OutQuint);
glowBar.TransformTo(nameof(ArgonHealthDisplayBar.BarColour), new Colour4(255, 147, 147, 255), 100, Easing.OutQuint).Then()
.TransformTo(nameof(ArgonHealthDisplayBar.BarColour), new Colour4(255, 93, 93, 255), 800, Easing.OutQuint);
// TODO: REMOVE THIS. It's recreating textures.
glowBar.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255).Lighten(0.2f))
.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255), 800, Easing.OutQuint);
glowBar.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), new Colour4(253, 0, 0, 255).Lighten(0.2f))
.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), new Colour4(253, 0, 0, 255), 800, Easing.OutQuint);
}
private void finishMissDisplay()
@ -228,53 +221,22 @@ namespace osu.Game.Screens.Play.HUD
if (Current.Value > 0)
{
// TODO: REMOVE THIS. It's recreating textures.
glowBar.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 300, Easing.In);
glowBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.In);
glowBar.TransformTo(nameof(ArgonHealthDisplayBar.BarColour), main_bar_colour, 300, Easing.In);
glowBar.TransformTo(nameof(ArgonHealthDisplayBar.GlowColour), main_bar_glow_colour, 300, Easing.In);
}
resetMissBarDelegate?.Cancel();
resetMissBarDelegate = null;
}
private void updatePath()
private void updateContentSize()
{
float usableWidth = DrawWidth - padding;
if (usableWidth < 0) enforceMinimumWidth();
// the display starts curving at `curve_start_offset` units from the right and ends curving at `curve_end_offset`.
// to ensure that the curve is symmetric when it starts being narrow enough, add a `curve_end_offset` to the left side too.
const float rescale_cutoff = curve_start_offset + curve_end_offset;
float barLength = Math.Max(DrawWidth - padding, rescale_cutoff);
float curveStart = barLength - curve_start_offset;
float curveEnd = barLength - curve_end_offset;
Vector2 diagonalDir = (new Vector2(curveEnd, BarHeight.Value) - new Vector2(curveStart, 0)).Normalized();
barPath = new SliderPath(new[]
{
new PathControlPoint(new Vector2(0, 0), PathType.LINEAR),
new PathControlPoint(new Vector2(curveStart - curve_smoothness, 0), PathType.BEZIER),
new PathControlPoint(new Vector2(curveStart, 0)),
new PathControlPoint(new Vector2(curveStart, 0) + diagonalDir * curve_smoothness, PathType.LINEAR),
new PathControlPoint(new Vector2(curveEnd, BarHeight.Value) - diagonalDir * curve_smoothness, PathType.BEZIER),
new PathControlPoint(new Vector2(curveEnd, BarHeight.Value)),
new PathControlPoint(new Vector2(curveEnd + curve_smoothness, BarHeight.Value), PathType.LINEAR),
new PathControlPoint(new Vector2(barLength, BarHeight.Value)),
});
if (DrawWidth - padding < rescale_cutoff)
rescalePathProportionally();
barPath.GetPathToProgress(vertices, 0.0, 1.0);
background.Vertices = vertices;
mainBar.Vertices = vertices;
glowBar.Vertices = vertices;
updatePathVertices();
content.Size = new Vector2(DrawWidth, BarHeight.Value + padding);
updatePathProgress();
void enforceMinimumWidth()
{
@ -287,35 +249,12 @@ namespace osu.Game.Screens.Play.HUD
RelativeSizeAxes = relativeAxes;
}
void rescalePathProportionally()
{
foreach (var point in barPath.ControlPoints)
point.Position = new Vector2(point.Position.X / barLength * (DrawWidth - padding), point.Position.Y);
}
}
private void updatePathVertices()
private void updatePathProgress()
{
barPath.GetPathToProgress(vertices, 0.0, healthBarValue);
if (vertices.Count == 0) vertices.Add(Vector2.Zero);
Vector2 initialVertex = vertices[0];
for (int i = 0; i < vertices.Count; i++)
vertices[i] -= initialVertex;
mainBar.Vertices = vertices;
mainBar.Position = initialVertex;
barPath.GetPathToProgress(vertices, healthBarValue, Math.Max(glowBarValue, healthBarValue));
if (vertices.Count == 0) vertices.Add(Vector2.Zero);
initialVertex = vertices[0];
for (int i = 0; i < vertices.Count; i++)
vertices[i] -= initialVertex;
glowBar.Vertices = vertices;
glowBar.Position = initialVertex;
pathVerticesCache.Validate();
mainBar.ProgressRange = new Vector2(0f, (float)healthBarValue);
glowBar.ProgressRange = new Vector2((float)healthBarValue, (float)Math.Max(glowBarValue, healthBarValue));
}
protected override void Dispose(bool isDisposing)
@ -325,67 +264,5 @@ namespace osu.Game.Screens.Play.HUD
if (HealthProcessor.IsNotNull())
HealthProcessor.NewJudgement -= onNewJudgement;
}
private partial class BackgroundPath : SmoothPath
{
private static readonly Color4 colour_white = Color4.White.Opacity(0.8f);
private static readonly Color4 colour_black = Color4.Black.Opacity(0.2f);
protected override Color4 ColourAt(float position)
{
if (position <= 0.16f)
return colour_white;
return Interpolation.ValueAt(position,
colour_white,
colour_black,
-0.5f, 1f, Easing.OutQuint);
}
}
private partial class BarPath : SmoothPath
{
private Colour4 barColour;
public Colour4 BarColour
{
get => barColour;
set
{
if (barColour == value)
return;
barColour = value;
InvalidateTexture();
}
}
private Colour4 glowColour;
public Colour4 GlowColour
{
get => glowColour;
set
{
if (glowColour == value)
return;
glowColour = value;
InvalidateTexture();
}
}
public float GlowPortion { get; init; }
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);
}
}
}
}

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@ -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;
}
}
}
}

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@ -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;
}
}
}
}

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</PackageReference>
<PackageReference Include="Realm" Version="11.5.0" />
<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" />
<!-- Held back due to 0.34.0 failing AOT compilation on ZstdSharp.dll dependency. -->
<PackageReference Include="SharpCompress" Version="0.33.0" />