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mirror of https://github.com/ppy/osu.git synced 2024-09-21 22:47:24 +08:00

Implement ArgonHealthDisplayBackground

This commit is contained in:
Andrei Zavatski 2024-01-11 14:55:04 +03:00
parent da29faffd0
commit 90ab306a96
2 changed files with 178 additions and 1 deletions

View File

@ -19,6 +19,7 @@ using osu.Game.Configuration;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using osu.Game.Screens.Play.HUD.ArgonHealthDisplayParts;
using osu.Game.Skinning; using osu.Game.Skinning;
using osuTK; using osuTK;
using osuTK.Graphics; using osuTK.Graphics;
@ -100,6 +101,14 @@ namespace osu.Game.Screens.Play.HUD
background = new BackgroundPath background = new BackgroundPath
{ {
PathRadius = MAIN_PATH_RADIUS, PathRadius = MAIN_PATH_RADIUS,
Alpha = 0,
AlwaysPresent = true
},
new ArgonHealthDisplayBackground
{
RelativeSizeAxes = Axes.Both,
PathRadius = MAIN_PATH_RADIUS,
PathPadding = MAIN_PATH_RADIUS
}, },
glowBar = new BarPath glowBar = new BarPath
{ {
@ -121,7 +130,7 @@ namespace osu.Game.Screens.Play.HUD
GlowColour = main_bar_glow_colour, GlowColour = main_bar_glow_colour,
PathRadius = MAIN_PATH_RADIUS, PathRadius = MAIN_PATH_RADIUS,
GlowPortion = 0.6f, GlowPortion = 0.6f,
}, }
} }
}; };
} }

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@ -0,0 +1,168 @@
// 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.
#nullable disable
using System;
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
{
private float endProgress = 1f;
public float EndProgress
{
get => endProgress;
set
{
if (endProgress == value)
return;
endProgress = value;
Invalidate(Invalidation.DrawNode);
}
}
private float startProgress = 0f;
public float StartProgress
{
get => startProgress;
set
{
if (startProgress == value)
return;
startProgress = 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 padding = 10f;
public float PathPadding
{
get => padding;
set
{
if (padding == value)
return;
padding = value;
Invalidate(Invalidation.DrawNode);
}
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders)
{
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "ArgonBarPathBackground");
}
protected override void Update()
{
base.Update();
Invalidate(Invalidation.DrawNode);
}
protected override DrawNode CreateDrawNode() => new ArgonBarPathDrawNode(this);
private class ArgonBarPathDrawNode : SpriteDrawNode
{
protected new ArgonHealthDisplayBackground Source => (ArgonHealthDisplayBackground)base.Source;
public ArgonBarPathDrawNode(ArgonHealthDisplayBackground source)
: base(source)
{
}
private Vector2 size;
private float startProgress;
private float endProgress;
private float pathRadius;
private float padding;
public override void ApplyState()
{
base.ApplyState();
size = Source.DrawSize;
endProgress = Source.endProgress;
startProgress = Math.Min(Source.startProgress, endProgress);
pathRadius = Source.PathRadius;
padding = Source.PathPadding;
}
protected override void Draw(IRenderer renderer)
{
if (pathRadius == 0)
return;
base.Draw(renderer);
}
private IUniformBuffer<ArgonBarPathBackgroundParameters> parametersBuffer;
protected override void BindUniformResources(IShader shader, IRenderer renderer)
{
base.BindUniformResources(shader, renderer);
parametersBuffer ??= renderer.CreateUniformBuffer<ArgonBarPathBackgroundParameters>();
parametersBuffer.Data = new ArgonBarPathBackgroundParameters
{
Size = size,
StartProgress = startProgress,
EndProgress = endProgress,
PathRadius = pathRadius,
Padding = padding
};
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;
public UniformFloat StartProgress;
public UniformFloat EndProgress;
public UniformFloat PathRadius;
public UniformFloat Padding;
private UniformPadding8 pad;
}
}
}
}