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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/SliderBody.cs
smoogipoo cf859a6cf2 Make the dragger attach to objects it surrounds
Plus a lot more implementation.
2017-12-02 00:26:02 +09:00

189 lines
6.1 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Lines;
using osu.Framework.Graphics.Textures;
using osu.Game.Configuration;
using OpenTK;
using OpenTK.Graphics.ES30;
using OpenTK.Graphics;
using osu.Framework.Graphics.Primitives;
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public class SliderBody : Container, ISliderProgress
{
private readonly Path path;
private readonly BufferedContainer container;
public float PathWidth
{
get { return path.PathWidth; }
set { path.PathWidth = value; }
}
public double? SnakedStart { get; private set; }
public double? SnakedEnd { get; private set; }
private Color4 accentColour;
/// <summary>
/// Used to colour the path.
/// </summary>
public Color4 AccentColour
{
get { return accentColour; }
set
{
if (accentColour == value)
return;
accentColour = value;
if (LoadState == LoadState.Ready)
Schedule(reloadTexture);
}
}
public Quad PathDrawQuad => container.ScreenSpaceDrawQuad;
private int textureWidth => (int)PathWidth * 2;
private readonly Slider slider;
public SliderBody(Slider s)
{
slider = s;
Children = new Drawable[]
{
container = new BufferedContainer
{
CacheDrawnFrameBuffer = true,
Children = new Drawable[]
{
path = new Path
{
Blending = BlendingMode.None,
},
}
},
};
container.Attach(RenderbufferInternalFormat.DepthComponent16);
}
public void SetRange(double p0, double p1)
{
if (p0 > p1)
MathHelper.Swap(ref p0, ref p1);
if (updateSnaking(p0, p1))
{
// 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.PositionInBoundingBox(slider.Curve.PositionAt(0) - currentCurve[0]);
container.ForceRedraw();
}
}
private Bindable<bool> snakingIn;
private Bindable<bool> snakingOut;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
snakingIn = config.GetBindable<bool>(OsuSetting.SnakingInSliders);
snakingOut = config.GetBindable<bool>(OsuSetting.SnakingOutSliders);
reloadTexture();
}
private void reloadTexture()
{
var texture = new Texture(textureWidth, 1);
//initialise background
var upload = new TextureUpload(textureWidth * 4);
var bytes = upload.Data;
const float aa_portion = 0.02f;
const float border_portion = 0.128f;
const float gradient_portion = 1 - border_portion;
const float opacity_at_centre = 0.3f;
const float opacity_at_edge = 0.8f;
for (int i = 0; i < textureWidth; i++)
{
float progress = (float)i / (textureWidth - 1);
if (progress <= border_portion)
{
bytes[i * 4] = 255;
bytes[i * 4 + 1] = 255;
bytes[i * 4 + 2] = 255;
bytes[i * 4 + 3] = (byte)(Math.Min(progress / aa_portion, 1) * 255);
}
else
{
progress -= border_portion;
bytes[i * 4] = (byte)(AccentColour.R * 255);
bytes[i * 4 + 1] = (byte)(AccentColour.G * 255);
bytes[i * 4 + 2] = (byte)(AccentColour.B * 255);
bytes[i * 4 + 3] = (byte)((opacity_at_edge - (opacity_at_edge - opacity_at_centre) * progress / gradient_portion) * (AccentColour.A * 255));
}
}
texture.SetData(upload);
path.Texture = texture;
}
private readonly List<Vector2> currentCurve = new List<Vector2>();
private bool updateSnaking(double p0, double p1)
{
if (SnakedStart == p0 && SnakedEnd == p1) return false;
SnakedStart = p0;
SnakedEnd = p1;
slider.Curve.GetPathToProgress(currentCurve, p0, p1);
path.ClearVertices();
foreach (Vector2 p in currentCurve)
path.AddVertex(p - currentCurve[0]);
return true;
}
public void UpdateProgress(double progress, int repeat)
{
double start = 0;
double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - DrawableOsuHitObject.TIME_PREEMPT)) / DrawableOsuHitObject.TIME_FADEIN, 0, 1) : 1;
if (repeat >= slider.RepeatCount - 1)
{
if (Math.Min(repeat, slider.RepeatCount - 1) % 2 == 1)
{
start = 0;
end = snakingOut ? progress : 1;
}
else
{
start = snakingOut ? progress : 0;
}
}
SetRange(start, end);
}
}
}