using System.Collections.Generic; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Osu.Objects.Drawables.Pieces; using OpenTK; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Transformations; using OpenTK.Graphics; using osu.Framework.Input; using OpenTK.Graphics.ES30; using osu.Framework.Allocation; using osu.Framework.Graphics.Textures; namespace osu.Game.Modes.Osu.Objects.Drawables { class DrawableSlider : DrawableOsuHitObject { private Slider slider; private DrawableHitCircle startCircle; private Container ball; private Body body; public DrawableSlider(Slider s) : base(s) { slider = s; Origin = Anchor.TopLeft; Position = Vector2.Zero; RelativeSizeAxes = Axes.Both; Children = new Drawable[] { body = new Body(s) { Position = s.Position, }, ball = new Ball(), startCircle = new DrawableHitCircle(new HitCircle { StartTime = s.StartTime, Position = s.Position, Colour = s.Colour, }) { Depth = 1 //override time-based depth. }, }; } protected override void LoadComplete() { base.LoadComplete(); //force application of the state that was set before we loaded. UpdateState(State); } protected override void Update() { base.Update(); ball.Alpha = Time.Current >= slider.StartTime && Time.Current <= slider.EndTime ? 1 : 0; double t = (Time.Current - slider.StartTime) / slider.Duration; if (slider.RepeatCount > 1) { int currentRepeat = (int)(t * slider.RepeatCount); t = (t * slider.RepeatCount) % 1; if (currentRepeat % 2 == 1) t = 1 - t; } ball.Position = slider.Curve.PositionAt(t); } protected override void UpdateState(ArmedState state) { base.UpdateState(state); Delay(HitObject.Duration); FadeOut(100); } private class Ball : Container { private Box follow; public Ball() { Masking = true; AutoSizeAxes = Axes.Both; BlendingMode = BlendingMode.Additive; Origin = Anchor.Centre; Children = new Drawable[] { follow = new Box { Origin = Anchor.Centre, Anchor = Anchor.Centre, Colour = Color4.Orange, Width = 64, Height = 64, }, new Container { Masking = true, AutoSizeAxes = Axes.Both, Origin = Anchor.Centre, Anchor = Anchor.Centre, Colour = Color4.Cyan, CornerRadius = 32, Children = new[] { new Box { Width = 64, Height = 64, }, } } }; } private InputState lastState; protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) { lastState = state; return base.OnMouseDown(state, args); } protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) { lastState = state; return base.OnMouseUp(state, args); } protected override bool OnMouseMove(InputState state) { lastState = state; return base.OnMouseMove(state); } bool tracking; protected bool Tracking { get { return tracking; } set { if (value == tracking) return; tracking = value; follow.ScaleTo(tracking ? 2.4f : 1, 140, EasingTypes.Out); follow.FadeTo(tracking ? 0.8f : 0, 140, EasingTypes.Out); } } protected override void Update() { base.Update(); CornerRadius = DrawWidth / 2; Tracking = lastState != null && Contains(lastState.Mouse.NativeState.Position) && lastState.Mouse.HasMainButtonPressed; } } private class Body : Container { private Path path; private BufferedContainer container; private double? drawnProgress; private Slider slider; public Body(Slider s) { slider = s; Children = new Drawable[] { container = new BufferedContainer { CacheDrawnFrameBuffer = true, Children = new Drawable[] { path = new Path { Colour = s.Colour, BlendingMode = BlendingMode.None, }, } } }; container.Attach(RenderbufferInternalFormat.DepthComponent16); } [BackgroundDependencyLoader] private void load(TextureStore textures) { // Surprisingly, this looks somewhat okay and works well as a test for self-overlaps. // TODO: Don't do this. path.Texture = textures.Get(@"Menu/logo"); } protected override void LoadComplete() { base.LoadComplete(); path.PathWidth = 32; } protected override void Update() { base.Update(); if (updateSnaking()) { // Autosizing does not give us the desired behaviour here. // We want the container to have the same size as the slider, // and to be positioned such that the slider head is at (0,0). container.Size = path.Size; container.Position = -path.HeadPosition; container.ForceRedraw(); } } private bool updateSnaking() { double progress = MathHelper.Clamp((Time.Current - slider.StartTime + TIME_PREEMPT) / TIME_FADEIN, 0, 1); if (progress == drawnProgress) return false; bool madeChanges = false; if (progress == 0) { //if we have gone backwards, just clear the path for now. drawnProgress = 0; path.ClearVertices(); madeChanges = true; } Vector2 startPosition = slider.Curve.PositionAt(0); if (drawnProgress == null) { drawnProgress = 0; path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition); madeChanges = true; } double segmentSize = 1 / (slider.Curve.Length / 5); while (drawnProgress + segmentSize < progress) { drawnProgress += segmentSize; path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition); madeChanges = true; } if (progress == 1 && drawnProgress != progress) { drawnProgress = progress; path.AddVertex(slider.Curve.PositionAt(drawnProgress.Value) - startPosition); madeChanges = true; } return madeChanges; } } } }