// 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 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 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(); public override bool RemoveCompletedTransforms => false; public List Breaks; protected override void ApplyDrawNode(DrawNode node) { base.ApplyDrawNode(node); var flashNode = (FlashlightDrawNode)node; flashNode.Shader = shader; flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad; flashNode.FlashlightPosition = Vector2Extensions.Transform(FlashlightPosition, DrawInfo.Matrix); flashNode.FlashlightSize = Vector2Extensions.Transform(FlashlightSize, DrawInfo.Matrix); flashNode.FlashlightLightness = FlashlightLightness; } [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 float flashlightLightness = 1.0f; public float FlashlightLightness { get => flashlightLightness; set { if (flashlightLightness == value) return; flashlightLightness = value; Invalidate(Invalidation.DrawNode); } } } private class FlashlightDrawNode : DrawNode { public IShader Shader; public Quad ScreenSpaceDrawQuad; public Vector2 FlashlightPosition; public Vector2 FlashlightSize; public float FlashlightLightness; public override void Draw(Action vertexAction) { base.Draw(vertexAction); Shader.Bind(); Shader.GetUniform("flashlightPos").UpdateValue(ref FlashlightPosition); Shader.GetUniform("flashlightSize").UpdateValue(ref FlashlightSize); Shader.GetUniform("flashlightLightness").UpdateValue(ref FlashlightLightness); Texture.WhitePixel.DrawQuad(ScreenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction); Shader.Unbind(); } } } }