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https://github.com/ppy/osu.git
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269 lines
8.3 KiB
C#
269 lines
8.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Timing;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics.ES30;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public class CursorTrail : Drawable, IRequireHighFrequencyMousePosition
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{
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private const int max_sprites = 2048;
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private int currentIndex;
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private IShader shader;
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private double timeOffset;
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private float time;
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public CursorTrail()
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{
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// as we are currently very dependent on having a running clock, let's make our own clock for the time being.
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Clock = new FramedClock();
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RelativeSizeAxes = Axes.Both;
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for (int i = 0; i < max_sprites; i++)
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{
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// InvalidationID 1 forces an update of each part of the cursor trail the first time ApplyState is run on the draw node
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// This is to prevent garbage data from being sent to the vertex shader, resulting in visual issues on some platforms
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parts[i].InvalidationID = 1;
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}
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
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shader = shaders.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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resetTime();
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}
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private Texture texture = Texture.WhitePixel;
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public Texture Texture
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{
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get => texture;
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set
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{
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if (texture == value)
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return;
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texture = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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public override bool IsPresent => true;
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protected override void Update()
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{
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base.Update();
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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const int fade_clock_reset_threshold = 1000000;
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time = (float)(Time.Current - timeOffset) / 300f;
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if (time > fade_clock_reset_threshold)
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resetTime();
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}
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private void resetTime()
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{
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for (int i = 0; i < parts.Length; ++i)
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{
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parts[i].Time -= time;
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++parts[i].InvalidationID;
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}
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time = 0;
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timeOffset = Time.Current;
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}
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private Vector2 size => texture.Size * Scale;
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private Vector2? lastPosition;
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private readonly InputResampler resampler = new InputResampler();
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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Vector2 pos = e.ScreenSpaceMousePosition;
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if (lastPosition == null)
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{
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lastPosition = pos;
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resampler.AddPosition(lastPosition.Value);
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return base.OnMouseMove(e);
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}
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foreach (Vector2 pos2 in resampler.AddPosition(pos))
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{
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Trace.Assert(lastPosition.HasValue);
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// ReSharper disable once PossibleInvalidOperationException
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Vector2 pos1 = lastPosition.Value;
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Vector2 diff = pos2 - pos1;
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float distance = diff.Length;
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Vector2 direction = diff / distance;
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float interval = size.X / 2 * 0.9f;
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for (float d = interval; d < distance; d += interval)
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{
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lastPosition = pos1 + direction * d;
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parts[currentIndex].Position = lastPosition.Value;
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parts[currentIndex].Time = time;
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++parts[currentIndex].InvalidationID;
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currentIndex = (currentIndex + 1) % max_sprites;
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}
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}
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return base.OnMouseMove(e);
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}
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protected override DrawNode CreateDrawNode() => new TrailDrawNode(this);
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private struct TrailPart
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{
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public Vector2 Position;
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public float Time;
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public long InvalidationID;
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}
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private class TrailDrawNode : DrawNode
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{
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protected new CursorTrail Source => (CursorTrail)base.Source;
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private IShader shader;
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private Texture texture;
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private float time;
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private Vector2 size;
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private readonly TrailBatch vertexBatch = new TrailBatch(max_sprites, 1);
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public TrailDrawNode(CursorTrail source)
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: base(source)
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{
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for (int i = 0; i < max_sprites; i++)
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parts[i].InvalidationID = 0;
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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size = Source.size;
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time = Source.time;
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for (int i = 0; i < Source.parts.Length; ++i)
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{
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if (Source.parts[i].InvalidationID > parts[i].InvalidationID)
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parts[i] = Source.parts[i];
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}
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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shader.Bind();
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shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
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for (int i = 0; i < parts.Length; ++i)
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{
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vertexBatch.DrawTime = parts[i].Time;
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Vector2 pos = parts[i].Position;
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DrawQuad(
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texture,
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new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
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DrawColourInfo.Colour,
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null,
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vertexBatch.AddAction);
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}
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shader.Unbind();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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vertexBatch.Dispose();
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}
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// Todo: This shouldn't exist, but is currently used to reduce allocations by caching variable-capturing closures.
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private class TrailBatch : QuadBatch<TexturedTrailVertex>
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{
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public new readonly Action<TexturedVertex2D> AddAction;
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public float DrawTime;
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public TrailBatch(int size, int maxBuffers)
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: base(size, maxBuffers)
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{
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AddAction = v => Add(new TexturedTrailVertex
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{
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Position = v.Position,
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TexturePosition = v.TexturePosition,
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Time = DrawTime + 1,
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Colour = v.Colour,
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});
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}
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct TexturedTrailVertex : IEquatable<TexturedTrailVertex>, IVertex
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{
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[VertexMember(2, VertexAttribPointerType.Float)]
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public Vector2 Position;
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[VertexMember(4, VertexAttribPointerType.Float)]
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public Color4 Colour;
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[VertexMember(2, VertexAttribPointerType.Float)]
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public Vector2 TexturePosition;
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[VertexMember(1, VertexAttribPointerType.Float)]
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public float Time;
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public bool Equals(TexturedTrailVertex other)
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{
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return Position.Equals(other.Position)
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&& TexturePosition.Equals(other.TexturePosition)
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&& Colour.Equals(other.Colour)
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&& Time.Equals(other.Time);
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}
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}
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}
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}
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