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231 lines
6.8 KiB
C#
231 lines
6.8 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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using OpenTK.Graphics.ES30;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class SliderBody : Container, ISliderProgress
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{
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private readonly SliderPath path;
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private readonly BufferedContainer container;
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public float PathWidth
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{
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get => path.PathWidth;
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set => path.PathWidth = value;
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}
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/// <summary>
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/// Offset in absolute coordinates from the start of the curve.
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/// </summary>
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public Vector2 PathOffset { get; private set; }
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public readonly List<Vector2> CurrentCurve = new List<Vector2>();
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public readonly Bindable<bool> SnakingIn = new Bindable<bool>();
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public readonly Bindable<bool> SnakingOut = new Bindable<bool>();
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public double? SnakedStart { get; private set; }
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public double? SnakedEnd { get; private set; }
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/// <summary>
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/// Used to colour the path.
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/// </summary>
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public Color4 AccentColour
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{
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get => path.AccentColour;
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set
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{
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if (path.AccentColour == value)
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return;
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path.AccentColour = value;
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container.ForceRedraw();
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}
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}
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/// <summary>
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/// Used to colour the path border.
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/// </summary>
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public new Color4 BorderColour
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{
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get => path.BorderColour;
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set
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{
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if (path.BorderColour == value)
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return;
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path.BorderColour = value;
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container.ForceRedraw();
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}
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}
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public Quad PathDrawQuad => container.ScreenSpaceDrawQuad;
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private Vector2 topLeftOffset;
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private readonly Slider slider;
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public SliderBody(Slider s)
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{
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slider = s;
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Children = new Drawable[]
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{
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container = new BufferedContainer
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{
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RelativeSizeAxes = Axes.Both,
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CacheDrawnFrameBuffer = true,
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Children = new Drawable[]
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{
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path = new SliderPath
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{
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Blending = BlendingMode.None,
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},
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}
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},
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};
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container.Attach(RenderbufferInternalFormat.DepthComponent16);
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => path.ReceivePositionalInputAt(screenSpacePos);
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public void SetRange(double p0, double p1)
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{
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if (p0 > p1)
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MathHelper.Swap(ref p0, ref p1);
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if (updateSnaking(p0, p1))
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{
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// The path is generated such that its size encloses it. This change of size causes the path
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// to move around while snaking, so we need to offset it to make sure it maintains the
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// same position as when it is fully snaked.
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var newTopLeftOffset = path.PositionInBoundingBox(Vector2.Zero);
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path.Position = topLeftOffset - newTopLeftOffset;
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container.ForceRedraw();
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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computeSize();
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}
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private void computeSize()
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{
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// Generate the entire curve
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slider.Curve.GetPathToProgress(CurrentCurve, 0, 1);
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foreach (Vector2 p in CurrentCurve)
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path.AddVertex(p);
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Size = path.Size;
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topLeftOffset = path.PositionInBoundingBox(Vector2.Zero);
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PathOffset = path.PositionInBoundingBox(CurrentCurve[0]);
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}
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private bool updateSnaking(double p0, double p1)
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{
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if (SnakedStart == p0 && SnakedEnd == p1) return false;
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SnakedStart = p0;
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SnakedEnd = p1;
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slider.Curve.GetPathToProgress(CurrentCurve, p0, p1);
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path.ClearVertices();
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foreach (Vector2 p in CurrentCurve)
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path.AddVertex(p);
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return true;
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}
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public void UpdateProgress(double completionProgress)
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{
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var span = slider.SpanAt(completionProgress);
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var spanProgress = slider.ProgressAt(completionProgress);
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double start = 0;
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double end = SnakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadeIn, 0, 1) : 1;
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if (span >= slider.SpanCount() - 1)
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{
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if (Math.Min(span, slider.SpanCount() - 1) % 2 == 1)
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{
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start = 0;
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end = SnakingOut ? spanProgress : 1;
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}
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else
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{
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start = SnakingOut ? spanProgress : 0;
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}
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}
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SetRange(start, end);
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}
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private class SliderPath : SmoothPath
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{
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private const float border_portion = 0.128f;
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private const float gradient_portion = 1 - border_portion;
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private const float opacity_at_centre = 0.3f;
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private const float opacity_at_edge = 0.8f;
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private Color4 borderColour = Color4.White;
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public Color4 BorderColour
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{
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get => borderColour;
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set
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{
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if (borderColour == value)
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return;
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borderColour = value;
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InvalidateTexture();
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}
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}
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private Color4 accentColour = Color4.White;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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if (accentColour == value)
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return;
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accentColour = value;
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InvalidateTexture();
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}
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}
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protected override Color4 ColourAt(float position)
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{
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if (position <= border_portion)
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return BorderColour;
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position -= border_portion;
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return new Color4(AccentColour.R, AccentColour.G, AccentColour.B, (opacity_at_edge - (opacity_at_edge - opacity_at_centre) * position / gradient_portion) * AccentColour.A);
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}
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}
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}
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}
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