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mirror of https://github.com/ppy/osu.git synced 2024-12-14 18:42:56 +08:00

Implement ArgonHealthDisplayBar

This commit is contained in:
Andrei Zavatski 2024-01-11 16:10:06 +03:00
parent 90ab306a96
commit f1db7db259
2 changed files with 265 additions and 173 deletions

View File

@ -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!;
/// <summary>
/// Used to show a glow at the end of the main bar, or red "damage" area when missing.
/// </summary>
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<Vector2> vertices = new List<Vector2>();
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
{
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,
// Kinda hacky, but results in correct positioning with increased path radius.
Margin = new MarginPadding(-30f),
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);
}
}
}
}

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@ -0,0 +1,227 @@
// 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.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<ArgonBarPathParameters> parametersBuffer;
protected override void BindUniformResources(IShader shader, IRenderer renderer)
{
base.BindUniformResources(shader, renderer);
parametersBuffer ??= renderer.CreateUniformBuffer<ArgonBarPathParameters>();
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;
}
}
}
}