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Rework GlowingSpriteText
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@ -5,95 +5,90 @@ using osu.Framework.Bindables;
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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.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osuTK;
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namespace osu.Game.Graphics.Sprites
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{
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public partial class GlowingSpriteText : Container, IHasText
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public partial class GlowingSpriteText : BufferedContainer, IHasText
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{
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private readonly OsuSpriteText spriteText, blurredText;
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private const float blur_sigma = 3f;
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// Inflate draw quad to prevent glow from trimming at the edges.
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// Padding won't suffice since it will affect text position in cases when it's not centered.
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protected override Quad ComputeScreenSpaceDrawQuad() => base.ComputeScreenSpaceDrawQuad().AABBFloat.Inflate(Blur.KernelSize(blur_sigma));
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private readonly OsuSpriteText text;
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public LocalisableString Text
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{
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get => spriteText.Text;
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set => blurredText.Text = spriteText.Text = value;
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get => text.Text;
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set => text.Text = value;
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}
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public FontUsage Font
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{
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get => spriteText.Font;
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set => blurredText.Font = spriteText.Font = value.With(fixedWidth: true);
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get => text.Font;
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set => text.Font = value.With(fixedWidth: true);
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}
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public Vector2 TextSize
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{
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get => spriteText.Size;
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set => blurredText.Size = spriteText.Size = value;
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get => text.Size;
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set => text.Size = value;
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}
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public ColourInfo TextColour
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{
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get => spriteText.Colour;
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set => spriteText.Colour = value;
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get => text.Colour;
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set => text.Colour = value;
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}
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public ColourInfo GlowColour
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{
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get => blurredText.Colour;
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set => blurredText.Colour = value;
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get => EffectColour;
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set
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{
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EffectColour = value;
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BackgroundColour = value.MultiplyAlpha(0f);
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}
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}
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public Vector2 Spacing
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{
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get => spriteText.Spacing;
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set => spriteText.Spacing = blurredText.Spacing = value;
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get => text.Spacing;
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set => text.Spacing = value;
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}
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public bool UseFullGlyphHeight
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{
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get => spriteText.UseFullGlyphHeight;
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set => spriteText.UseFullGlyphHeight = blurredText.UseFullGlyphHeight = value;
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get => text.UseFullGlyphHeight;
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set => text.UseFullGlyphHeight = value;
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}
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public Bindable<string> Current
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{
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get => spriteText.Current;
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set => spriteText.Current = value;
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get => text.Current;
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set => text.Current = value;
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}
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public GlowingSpriteText()
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: base(cachedFrameBuffer: true)
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{
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AutoSizeAxes = Axes.Both;
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Children = new Drawable[]
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BlurSigma = new Vector2(blur_sigma);
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RedrawOnScale = false;
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DrawOriginal = true;
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EffectBlending = BlendingParameters.Additive;
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EffectPlacement = EffectPlacement.InFront;
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Child = text = new OsuSpriteText
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{
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new BufferedContainer(cachedFrameBuffer: true)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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BlurSigma = new Vector2(4),
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RedrawOnScale = false,
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Size = new Vector2(3f),
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Children = new[]
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{
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blurredText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Shadow = false,
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},
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},
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},
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spriteText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Shadow = false,
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},
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Shadow = false,
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};
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}
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}
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