// 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.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.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Play.HUD { public partial class ArgonHealthDisplay : HealthDisplay, ISerialisableDrawable { public bool UsesFixedAnchor { get; set; } [SettingSource("Bar height")] public BindableFloat BarHeight { get; } = new BindableFloat(20) { MinValue = 0, MaxValue = 64, Precision = 1 }; [SettingSource("Use relative size")] public BindableBool UseRelativeSize { get; } = new BindableBool(true); private BarPath 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 BackgroundPath background = null!; private SliderPath barPath = null!; private static readonly Colour4 main_bar_colour = Colour4.White; private static readonly Colour4 main_bar_glow_colour = Color4Extensions.FromHex("#7ED7FD").Opacity(0.5f); private ScheduledDelegate? resetMissBarDelegate; 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); // sane default width specification. // this only matters if the health display isn't part of the default skin // (in which case width will be set to 300 via `ArgonSkin.GetDrawableComponent()`), // and if the user hasn't applied their own modifications // (which are applied via `SerialisedDrawableInfo.ApplySerialisedInfo()`). Width = 0.98f; } [BackgroundDependencyLoader] private void load() { AutoSizeAxes = Axes.Y; InternalChild = new Container { AutoSizeAxes = Axes.Both, Children = new Drawable[] { background = new BackgroundPath { PathRadius = MAIN_PATH_RADIUS, }, glowBar = new BarPath { 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, }, mainBar = new BarPath { AutoSizeAxes = Axes.None, RelativeSizeAxes = Axes.Both, Blending = BlendingParameters.Additive, BarColour = main_bar_colour, GlowColour = main_bar_glow_colour, PathRadius = MAIN_PATH_RADIUS, GlowPortion = 0.6f, }, } }; } private bool pendingMissAnimation; protected override void LoadComplete() { base.LoadComplete(); HealthProcessor.NewJudgement += onNewJudgement; // we're about to set `RelativeSizeAxes` depending on the value of `UseRelativeSize`. // setting `RelativeSizeAxes` internally transforms absolute sizing to relative and back to keep the size the same, // but that is not what we want in this case, since the width at this point is valid in the *target* sizing mode. // to counteract this, store the numerical value here, and restore it after setting the correct initial relative sizing axes. float previousWidth = Width; UseRelativeSize.BindValueChanged(v => RelativeSizeAxes = v.NewValue ? Axes.X : Axes.None, true); Width = previousWidth; BarHeight.BindValueChanged(_ => updatePath(), true); } private void onNewJudgement(JudgementResult result) => pendingMissAnimation |= !result.IsHit; protected override void Update() { base.Update(); if (!drawSizeLayout.IsValid) { updatePath(); drawSizeLayout.Validate(); } healthBarValue = Interpolation.DampContinuously(healthBarValue, Current.Value, 50, Time.Elapsed); if (!displayingMiss) glowBarValue = Interpolation.DampContinuously(glowBarValue, Current.Value, 50, Time.Elapsed); 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(); } protected override void HealthChanged(bool increase) { if (Current.Value >= glowBarValue) finishMissDisplay(); if (pendingMissAnimation) { triggerMissDisplay(); pendingMissAnimation = false; } base.HealthChanged(increase); } protected override void FinishInitialAnimation(double value) { base.FinishInitialAnimation(value); this.TransformTo(nameof(healthBarValue), value, 500, Easing.OutQuint); this.TransformTo(nameof(glowBarValue), value, 250, Easing.OutQuint); } protected override void Flash() { base.Flash(); if (!displayingMiss) { // TODO: REMOVE THIS. It's recreating textures. glowBar.TransformTo(nameof(BarPath.GlowColour), Colour4.White, 30, Easing.OutQuint) .Then() .TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint); } } private void triggerMissDisplay() { resetMissBarDelegate?.Cancel(); resetMissBarDelegate = null; this.Delay(500).Schedule(() => { this.TransformTo(nameof(glowBarValue), Current.Value, 300, Easing.OutQuint); 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); // 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); } private void finishMissDisplay() { if (!displayingMiss) return; 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); } resetMissBarDelegate?.Cancel(); resetMissBarDelegate = null; } private void updatePath() { 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(); void enforceMinimumWidth() { // Switch to absolute in order to be able to define a minimum width. // Then switch back is required. Framework will handle the conversion for us. Axes relativeAxes = RelativeSizeAxes; RelativeSizeAxes = Axes.None; Width = padding; 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() { 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(); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (HealthProcessor.IsNotNull()) HealthProcessor.NewJudgement -= onNewJudgement; } private partial class BackgroundPath : SmoothPath { protected override Color4 ColourAt(float position) { if (position <= 0.16f) return Color4.White.Opacity(0.8f); return Interpolation.ValueAt(position, Color4.White.Opacity(0.8f), Color4.Black.Opacity(0.2f), -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; } protected override Color4 ColourAt(float position) { if (position >= GlowPortion) return BarColour; return Interpolation.ValueAt(position, Colour4.Black.Opacity(0.0f), GlowColour, 0.0, GlowPortion, Easing.InQuint); } } } }