// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // 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.Graphics; using osu.Framework.Graphics.OpenGL.Vertices; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Game.Beatmaps.Timing; using osu.Game.Graphics; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Scoring; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Mods { public abstract class ModFlashlight : Mod { public override string Name => "Flashlight"; public override string Acronym => "FL"; public override IconUsage Icon => OsuIcon.ModFlashlight; public override ModType Type => ModType.DifficultyIncrease; public override string Description => "Restricted view area."; public override bool Ranked => true; internal ModFlashlight() { } } public abstract class ModFlashlight : ModFlashlight, IApplicableToDrawableRuleset, IApplicableToScoreProcessor where T : HitObject { public const double FLASHLIGHT_FADE_DURATION = 800; protected readonly BindableInt Combo = new BindableInt(); public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) { Combo.BindTo(scoreProcessor.Combo); } public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank; public virtual void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { var flashlight = CreateFlashlight(); flashlight.Combo = Combo; flashlight.RelativeSizeAxes = Axes.Both; flashlight.Colour = Color4.Black; drawableRuleset.KeyBindingInputManager.Add(flashlight); flashlight.Breaks = drawableRuleset.Beatmap.Breaks; } public abstract Flashlight CreateFlashlight(); public abstract class Flashlight : Drawable { internal BindableInt Combo; private IShader shader; protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this); public override bool RemoveCompletedTransforms => false; public List Breaks; [BackgroundDependencyLoader] private void load(ShaderManager shaderManager) { shader = shaderManager.Load("PositionAndColour", FragmentShader); } protected override void LoadComplete() { base.LoadComplete(); Combo.ValueChanged += OnComboChange; this.FadeInFromZero(FLASHLIGHT_FADE_DURATION); foreach (var breakPeriod in Breaks) { if (breakPeriod.Duration < FLASHLIGHT_FADE_DURATION * 2) continue; this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION); this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION); } } protected abstract void OnComboChange(ValueChangedEvent e); protected abstract string FragmentShader { get; } private Vector2 flashlightPosition; protected Vector2 FlashlightPosition { get => flashlightPosition; set { if (flashlightPosition == value) return; flashlightPosition = value; Invalidate(Invalidation.DrawNode); } } private Vector2 flashlightSize; protected Vector2 FlashlightSize { get => flashlightSize; set { if (flashlightSize == value) return; flashlightSize = value; Invalidate(Invalidation.DrawNode); } } private class FlashlightDrawNode : DrawNode { protected new Flashlight Source => (Flashlight)base.Source; private IShader shader; private Quad screenSpaceDrawQuad; private Vector2 flashlightPosition; private Vector2 flashlightSize; public FlashlightDrawNode(Flashlight source) : base(source) { } public override void ApplyState() { base.ApplyState(); shader = Source.shader; screenSpaceDrawQuad = Source.ScreenSpaceDrawQuad; flashlightPosition = Vector2Extensions.Transform(Source.FlashlightPosition, DrawInfo.Matrix); flashlightSize = Vector2Extensions.Transform(Source.FlashlightSize, DrawInfo.Matrix); } public override void Draw(Action vertexAction) { base.Draw(vertexAction); shader.Bind(); shader.GetUniform("flashlightPos").UpdateValue(ref flashlightPosition); shader.GetUniform("flashlightSize").UpdateValue(ref flashlightSize); Texture.WhitePixel.DrawQuad(screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction); shader.Unbind(); } } } } }