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Tidy up code. Make trail smooth.
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osu.Game/Graphics/Cursor/CursorTrail.cs
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155
osu.Game/Graphics/Cursor/CursorTrail.cs
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using OpenTK;
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namespace osu.Game.Graphics.Cursor
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{
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class TrailSprite : Sprite
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{
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private Shader shader;
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public TrailSprite()
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{
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Origin = Anchor.Centre;
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}
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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SpriteDrawNode sNode = node as SpriteDrawNode;
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sNode.RoundedTextureShader = sNode.TextureShader = shader;
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders, TextureStore textures)
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{
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shader = shaders?.Load(@"CursorTrail", FragmentShaderDescriptor.Texture);
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Texture = textures.Get(@"Cursor/cursortrail");
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}
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}
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class CursorTrail : Container<TrailSprite>
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{
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public override bool Contains(Vector2 screenSpacePos) => true;
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int currentIndex;
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protected override bool CanBeFlattened => false;
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Shader shader;
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private double timeOffset;
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private float time;
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const int MAX_SPRITES = 2048;
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protected override DrawNode CreateDrawNode() => new TrailDrawNode();
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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TrailDrawNode tNode = node as TrailDrawNode;
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tNode.Shader = shader;
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tNode.Time = time;
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}
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Vector2? last;
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protected override bool OnMouseMove(InputState state)
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{
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if (last == null)
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{
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last = state.Mouse.Position;
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return base.OnMouseMove(state);
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}
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Vector2 pos1 = last.Value;
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Vector2 pos2 = state.Mouse.Position;
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Vector2 diff = (pos2 - pos1);
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float distance = diff.Length;
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Vector2 direction = diff / distance;
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float interval = this[0].DrawSize.X / 2;
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for (float d = interval; d < distance; d += interval)
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{
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last = pos1 + direction * d;
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addPosition(last.Value);
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}
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return base.OnMouseMove(state);
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}
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private void addPosition(Vector2 pos)
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{
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var s = this[currentIndex];
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s.Position = pos;
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s.Alpha = time + 1f;
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currentIndex = (currentIndex + 1) % MAX_SPRITES;
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}
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public CursorTrail()
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{
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RelativeSizeAxes = Axes.Both;
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for (int i = 0; i < MAX_SPRITES; i++)
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AddInternal(new TrailSprite());
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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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shader = shaders?.Load(@"CursorTrail", FragmentShaderDescriptor.Texture);
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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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int fadeClockResetThreshold = 1000000;
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time = (float)(Time.Current - timeOffset) / 500f;
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if (time > fadeClockResetThreshold)
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ResetTime();
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}
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private void ResetTime()
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{
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foreach (var c in Children)
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c.Alpha -= time;
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time = 0;
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timeOffset = Time.Current;
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}
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class TrailDrawNode : ContainerDrawNode
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{
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public Shader Shader;
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public float Time;
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public override void Draw(IVertexBatch vertexBatch)
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{
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Shader.GetUniform<float>("g_FadeClock").Value = Time;
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base.Draw(vertexBatch);
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}
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}
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}
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}
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@ -1,15 +1,22 @@
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using OpenTK;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.OpenGL;
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using osu.Framework.Graphics.OpenGL.Buffers;
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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.Graphics.Textures;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Input;
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using OpenTK.Graphics;
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using OpenTK.Graphics.ES30;
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namespace osu.Game.Graphics.Cursor
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{
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@ -17,9 +24,14 @@ namespace osu.Game.Graphics.Cursor
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{
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protected override Drawable CreateCursor() => new OsuCursor();
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public OsuCursorContainer()
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{
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Add(new CursorTrail { Depth = -1 });
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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ActiveCursor.Scale = new OpenTK.Vector2(1);
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ActiveCursor.Scale = new Vector2(1);
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ActiveCursor.ScaleTo(1.2f, 100, EasingTypes.OutQuad);
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return base.OnMouseDown(state, args);
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}
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@ -52,5 +64,4 @@ namespace osu.Game.Graphics.Cursor
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}
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}
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}
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}
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@ -64,6 +64,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Beatmaps\Drawables\BeatmapBackgroundSprite.cs" />
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<Compile Include="Graphics\Cursor\CursorTrail.cs" />
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<Compile Include="Modes\Objects\HitObjectParser.cs" />
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<Compile Include="Overlays\DragBar.cs" />
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<Compile Include="Overlays\MusicController.cs" />
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