diff --git a/osu.Game/Screens/Play/HUD/ArgonHealthDisplay.cs b/osu.Game/Screens/Play/HUD/ArgonHealthDisplay.cs
index 868ef9283d..9b91252a06 100644
--- a/osu.Game/Screens/Play/HUD/ArgonHealthDisplay.cs
+++ b/osu.Game/Screens/Play/HUD/ArgonHealthDisplay.cs
@@ -2,23 +2,18 @@
// 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;
@@ -41,16 +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!;
///
/// Used to show a glow at the end of the main bar, or red "damage" area when missing.
///
- 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);
@@ -59,23 +52,15 @@ namespace osu.Game.Screens.Play.HUD
private bool displayingMiss => resetMissBarDelegate != null;
- private readonly List vertices = new List();
-
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 readonly LayoutValue drawSizeLayout = new LayoutValue(Invalidation.DrawSize);
- private readonly Cached pathVerticesCache = new Cached();
-
public ArgonHealthDisplay()
{
AddLayout(drawSizeLayout);
@@ -93,42 +78,40 @@ 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
- {
- PathRadius = MAIN_PATH_RADIUS,
- Alpha = 0,
- AlwaysPresent = true
- },
new ArgonHealthDisplayBackground
{
RelativeSizeAxes = Axes.Both,
PathRadius = MAIN_PATH_RADIUS,
PathPadding = MAIN_PATH_RADIUS
},
- 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,
+ Padding = new MarginPadding(-30f),
+ 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 = 40f,
+ PathPadding = 40f,
+ GlowPortion = 0.9f,
+ }
},
- 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,
+ PathPadding = MAIN_PATH_RADIUS,
GlowPortion = 0.6f,
}
}
@@ -151,7 +134,7 @@ 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;
@@ -162,7 +145,7 @@ namespace osu.Game.Screens.Play.HUD
if (!drawSizeLayout.IsValid)
{
- updatePath();
+ updateContentSize();
drawSizeLayout.Validate();
}
@@ -173,7 +156,7 @@ 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)
@@ -203,10 +186,9 @@ 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);
}
}
@@ -221,13 +203,11 @@ 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()
@@ -237,53 +217,22 @@ 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()
{
@@ -296,35 +245,13 @@ 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.EndProgress = (float)healthBarValue;
+ glowBar.StartProgress = (float)healthBarValue;
+ glowBar.EndProgress = (float)Math.Max(glowBarValue, healthBarValue);
}
protected override void Dispose(bool isDisposing)
@@ -334,67 +261,5 @@ 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);
- }
- }
}
}
diff --git a/osu.Game/Screens/Play/HUD/ArgonHealthDisplayParts/ArgonHealthDisplayBar.cs b/osu.Game/Screens/Play/HUD/ArgonHealthDisplayParts/ArgonHealthDisplayBar.cs
new file mode 100644
index 0000000000..6bc2232776
--- /dev/null
+++ b/osu.Game/Screens/Play/HUD/ArgonHealthDisplayParts/ArgonHealthDisplayBar.cs
@@ -0,0 +1,227 @@
+// Copyright (c) ppy Pty Ltd . 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.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 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);
+ }
+ }
+
+ 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 void Update()
+ {
+ base.Update();
+ Invalidate(Invalidation.DrawNode);
+ }
+
+ protected override DrawNode CreateDrawNode() => new ArgonBarPathDrawNode(this);
+
+ private class ArgonBarPathDrawNode : SpriteDrawNode
+ {
+ protected new ArgonHealthDisplayBar Source => (ArgonHealthDisplayBar)base.Source;
+
+ public ArgonBarPathDrawNode(ArgonHealthDisplayBar source)
+ : base(source)
+ {
+ }
+
+ private Vector2 size;
+ private float startProgress;
+ private float endProgress;
+ private float pathRadius;
+ private float padding;
+ private float glowPortion;
+ private Color4 barColour;
+ private Color4 glowColour;
+
+ public override void ApplyState()
+ {
+ base.ApplyState();
+
+ size = Source.DrawSize;
+ endProgress = Source.endProgress;
+ startProgress = Math.Min(Source.startProgress, endProgress);
+ pathRadius = Source.PathRadius;
+ padding = Source.PathPadding;
+ glowPortion = Source.GlowPortion;
+ barColour = Source.barColour;
+ glowColour = Source.glowColour;
+ }
+
+ protected override void Draw(IRenderer renderer)
+ {
+ if (pathRadius == 0)
+ return;
+
+ base.Draw(renderer);
+ }
+
+ private IUniformBuffer parametersBuffer;
+
+ protected override void BindUniformResources(IShader shader, IRenderer renderer)
+ {
+ base.BindUniformResources(shader, renderer);
+
+ parametersBuffer ??= renderer.CreateUniformBuffer();
+ 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,
+ StartProgress = startProgress,
+ EndProgress = endProgress,
+ PathRadius = pathRadius,
+ Padding = padding
+ };
+
+ 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 UniformFloat StartProgress;
+ public UniformFloat EndProgress;
+ public UniformFloat PathRadius;
+ public UniformFloat Padding;
+ public UniformFloat GlowPortion;
+ private UniformPadding4 pad;
+ }
+ }
+ }
+}