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Implement ArgonHealthDisplayBackground
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@ -19,6 +19,7 @@ using osu.Game.Configuration;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Screens.Play.HUD.ArgonHealthDisplayParts;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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@ -100,6 +101,14 @@ namespace osu.Game.Screens.Play.HUD
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background = new BackgroundPath
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{
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PathRadius = MAIN_PATH_RADIUS,
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Alpha = 0,
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AlwaysPresent = true
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},
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new ArgonHealthDisplayBackground
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{
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RelativeSizeAxes = Axes.Both,
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PathRadius = MAIN_PATH_RADIUS,
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PathPadding = MAIN_PATH_RADIUS
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},
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glowBar = new BarPath
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{
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@ -121,7 +130,7 @@ namespace osu.Game.Screens.Play.HUD
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GlowColour = main_bar_glow_colour,
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PathRadius = MAIN_PATH_RADIUS,
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GlowPortion = 0.6f,
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},
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}
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}
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};
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}
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@ -0,0 +1,168 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Shaders.Types;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osuTK;
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namespace osu.Game.Screens.Play.HUD.ArgonHealthDisplayParts
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{
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public partial class ArgonHealthDisplayBackground : Box
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{
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private float endProgress = 1f;
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public float EndProgress
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{
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get => endProgress;
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set
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{
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if (endProgress == value)
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return;
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endProgress = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private float startProgress = 0f;
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public float StartProgress
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{
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get => startProgress;
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set
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{
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if (startProgress == value)
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return;
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startProgress = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private float radius = 10f;
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public float PathRadius
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{
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get => radius;
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set
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{
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if (radius == value)
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return;
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radius = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private float padding = 10f;
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public float PathPadding
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{
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get => padding;
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set
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{
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if (padding == value)
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return;
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padding = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
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TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "ArgonBarPathBackground");
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}
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protected override void Update()
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{
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base.Update();
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Invalidate(Invalidation.DrawNode);
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}
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protected override DrawNode CreateDrawNode() => new ArgonBarPathDrawNode(this);
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private class ArgonBarPathDrawNode : SpriteDrawNode
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{
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protected new ArgonHealthDisplayBackground Source => (ArgonHealthDisplayBackground)base.Source;
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public ArgonBarPathDrawNode(ArgonHealthDisplayBackground source)
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: base(source)
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{
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}
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private Vector2 size;
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private float startProgress;
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private float endProgress;
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private float pathRadius;
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private float padding;
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public override void ApplyState()
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{
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base.ApplyState();
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size = Source.DrawSize;
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endProgress = Source.endProgress;
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startProgress = Math.Min(Source.startProgress, endProgress);
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pathRadius = Source.PathRadius;
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padding = Source.PathPadding;
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}
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protected override void Draw(IRenderer renderer)
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{
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if (pathRadius == 0)
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return;
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base.Draw(renderer);
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}
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private IUniformBuffer<ArgonBarPathBackgroundParameters> parametersBuffer;
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protected override void BindUniformResources(IShader shader, IRenderer renderer)
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{
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base.BindUniformResources(shader, renderer);
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parametersBuffer ??= renderer.CreateUniformBuffer<ArgonBarPathBackgroundParameters>();
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parametersBuffer.Data = new ArgonBarPathBackgroundParameters
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{
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Size = size,
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StartProgress = startProgress,
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EndProgress = endProgress,
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PathRadius = pathRadius,
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Padding = padding
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};
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shader.BindUniformBlock("m_ArgonBarPathBackgroundParameters", parametersBuffer);
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}
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protected override bool CanDrawOpaqueInterior => false;
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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parametersBuffer?.Dispose();
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}
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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private record struct ArgonBarPathBackgroundParameters
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{
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public UniformVector2 Size;
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public UniformFloat StartProgress;
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public UniformFloat EndProgress;
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public UniformFloat PathRadius;
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public UniformFloat Padding;
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private UniformPadding8 pad;
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}
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}
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}
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}
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