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osu-lazer/osu.Game/Screens/Play/HUD/ArgonHealthDisplayParts/ArgonHealthDisplayBackground.cs
2024-01-11 18:58:40 +03:00

129 lines
3.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Runtime.InteropServices;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Shaders.Types;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osuTK;
namespace osu.Game.Screens.Play.HUD.ArgonHealthDisplayParts
{
public partial class ArgonHealthDisplayBackground : Box
{
private float radius = 10f;
public float PathRadius
{
get => radius;
set
{
if (radius == value)
return;
radius = value;
Invalidate(Invalidation.DrawNode);
}
}
private float padding = 10f;
public float PathPadding
{
get => padding;
set
{
if (padding == value)
return;
padding = value;
Invalidate(Invalidation.DrawNode);
}
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders)
{
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, "ArgonBarPathBackground");
}
protected override void Update()
{
base.Update();
Invalidate(Invalidation.DrawNode);
}
protected override DrawNode CreateDrawNode() => new ArgonBarPathDrawNode(this);
private class ArgonBarPathDrawNode : SpriteDrawNode
{
protected new ArgonHealthDisplayBackground Source => (ArgonHealthDisplayBackground)base.Source;
public ArgonBarPathDrawNode(ArgonHealthDisplayBackground source)
: base(source)
{
}
private Vector2 size;
private float pathRadius;
private float padding;
public override void ApplyState()
{
base.ApplyState();
size = Source.DrawSize;
pathRadius = Source.PathRadius;
padding = Source.PathPadding;
}
protected override void Draw(IRenderer renderer)
{
if (pathRadius == 0)
return;
base.Draw(renderer);
}
private IUniformBuffer<ArgonBarPathBackgroundParameters> parametersBuffer;
protected override void BindUniformResources(IShader shader, IRenderer renderer)
{
base.BindUniformResources(shader, renderer);
parametersBuffer ??= renderer.CreateUniformBuffer<ArgonBarPathBackgroundParameters>();
parametersBuffer.Data = new ArgonBarPathBackgroundParameters
{
Size = size,
PathRadius = pathRadius,
Padding = padding
};
shader.BindUniformBlock("m_ArgonBarPathBackgroundParameters", parametersBuffer);
}
protected override bool CanDrawOpaqueInterior => false;
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
parametersBuffer?.Dispose();
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
private record struct ArgonBarPathBackgroundParameters
{
public UniformVector2 Size;
public UniformFloat PathRadius;
public UniformFloat Padding;
}
}
}
}