// 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.Diagnostics; using System.Runtime.InteropServices; using osu.Framework.Allocation; using osu.Framework.Caching; using osu.Framework.Graphics; using osu.Framework.Graphics.Batches; using osu.Framework.Graphics.OpenGL.Vertices; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Shaders; using osu.Framework.Graphics.Textures; using osu.Framework.Input; using osu.Framework.Input.Events; using osu.Framework.Timing; using osuTK; using osuTK.Graphics; using osuTK.Graphics.ES30; namespace osu.Game.Rulesets.Osu.UI.Cursor { public class CursorTrail : Drawable, IRequireHighFrequencyMousePosition { private const int max_sprites = 2048; private readonly TrailPart[] parts = new TrailPart[max_sprites]; private int currentIndex; private IShader shader; private double timeOffset; private float time; public CursorTrail() { // as we are currently very dependent on having a running clock, let's make our own clock for the time being. Clock = new FramedClock(); RelativeSizeAxes = Axes.Both; for (int i = 0; i < max_sprites; i++) { // InvalidationID 1 forces an update of each part of the cursor trail the first time ApplyState is run on the draw node // This is to prevent garbage data from being sent to the vertex shader, resulting in visual issues on some platforms parts[i].InvalidationID = 1; } } [BackgroundDependencyLoader] private void load(ShaderManager shaders) { shader = shaders.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE); } protected override void LoadComplete() { base.LoadComplete(); resetTime(); } private Texture texture = Texture.WhitePixel; public Texture Texture { get => texture; set { if (texture == value) return; texture = value; Invalidate(Invalidation.DrawNode); } } private readonly Cached partSizeCache = new Cached(); private Vector2 partSize => partSizeCache.IsValid ? partSizeCache.Value : (partSizeCache.Value = new Vector2(Texture.DisplayWidth, Texture.DisplayHeight) * DrawInfo.Matrix.ExtractScale().Xy); public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true) { if ((invalidation & (Invalidation.DrawInfo | Invalidation.RequiredParentSizeToFit | Invalidation.Presence)) > 0) partSizeCache.Invalidate(); return base.Invalidate(invalidation, source, shallPropagate); } /// /// The amount of time to fade the cursor trail pieces. /// protected virtual double FadeDuration => 300; public override bool IsPresent => true; protected override void Update() { base.Update(); Invalidate(Invalidation.DrawNode, shallPropagate: false); const int fade_clock_reset_threshold = 1000000; time = (float)((Time.Current - timeOffset) / FadeDuration); if (time > fade_clock_reset_threshold) resetTime(); } private void resetTime() { for (int i = 0; i < parts.Length; ++i) { parts[i].Time -= time; ++parts[i].InvalidationID; } time = 0; timeOffset = Time.Current; } /// /// Whether to interpolate mouse movements and add trail pieces at intermediate points. /// protected virtual bool InterpolateMovements => true; private Vector2? lastPosition; private readonly InputResampler resampler = new InputResampler(); public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; protected override bool OnMouseMove(MouseMoveEvent e) { Vector2 pos = e.ScreenSpaceMousePosition; if (lastPosition == null) { lastPosition = pos; resampler.AddPosition(lastPosition.Value); return base.OnMouseMove(e); } foreach (Vector2 pos2 in resampler.AddPosition(pos)) { Trace.Assert(lastPosition.HasValue); if (InterpolateMovements) { // ReSharper disable once PossibleInvalidOperationException Vector2 pos1 = lastPosition.Value; Vector2 diff = pos2 - pos1; float distance = diff.Length; Vector2 direction = diff / distance; float interval = partSize.X / 2.5f; for (float d = interval; d < distance; d += interval) { lastPosition = pos1 + direction * d; addPart(lastPosition.Value); } } else { lastPosition = pos2; addPart(lastPosition.Value); } } return base.OnMouseMove(e); } private void addPart(Vector2 screenSpacePosition) { parts[currentIndex].Position = screenSpacePosition; parts[currentIndex].Time = time; ++parts[currentIndex].InvalidationID; currentIndex = (currentIndex + 1) % max_sprites; } protected override DrawNode CreateDrawNode() => new TrailDrawNode(this); private struct TrailPart { public Vector2 Position; public float Time; public long InvalidationID; } private class TrailDrawNode : DrawNode { protected new CursorTrail Source => (CursorTrail)base.Source; private IShader shader; private Texture texture; private float time; private readonly TrailPart[] parts = new TrailPart[max_sprites]; private Vector2 size; private readonly TrailBatch vertexBatch = new TrailBatch(max_sprites, 1); public TrailDrawNode(CursorTrail source) : base(source) { for (int i = 0; i < max_sprites; i++) parts[i].InvalidationID = 0; } public override void ApplyState() { base.ApplyState(); shader = Source.shader; texture = Source.texture; size = Source.partSize; time = Source.time; for (int i = 0; i < Source.parts.Length; ++i) { if (Source.parts[i].InvalidationID > parts[i].InvalidationID) parts[i] = Source.parts[i]; } } public override void Draw(Action vertexAction) { base.Draw(vertexAction); shader.Bind(); shader.GetUniform("g_FadeClock").UpdateValue(ref time); for (int i = 0; i < parts.Length; ++i) { vertexBatch.DrawTime = parts[i].Time; Vector2 pos = parts[i].Position; DrawQuad( texture, new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y), DrawColourInfo.Colour, null, vertexBatch.AddAction); } shader.Unbind(); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); vertexBatch.Dispose(); } // Todo: This shouldn't exist, but is currently used to reduce allocations by caching variable-capturing closures. private class TrailBatch : QuadBatch { public new readonly Action AddAction; public float DrawTime; public TrailBatch(int size, int maxBuffers) : base(size, maxBuffers) { AddAction = v => Add(new TexturedTrailVertex { Position = v.Position, TexturePosition = v.TexturePosition, Time = DrawTime + 1, Colour = v.Colour, }); } } } [StructLayout(LayoutKind.Sequential)] public struct TexturedTrailVertex : IEquatable, IVertex { [VertexMember(2, VertexAttribPointerType.Float)] public Vector2 Position; [VertexMember(4, VertexAttribPointerType.Float)] public Color4 Colour; [VertexMember(2, VertexAttribPointerType.Float)] public Vector2 TexturePosition; [VertexMember(1, VertexAttribPointerType.Float)] public float Time; public bool Equals(TexturedTrailVertex other) { return Position.Equals(other.Position) && TexturePosition.Equals(other.TexturePosition) && Colour.Equals(other.Colour) && Time.Equals(other.Time); } } } }