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86e09a68f7
The snaking logic contains a lot of caching/optimisations and offsetting of the path which is tedious to re-compute when the path changes.
140 lines
4.1 KiB
C#
140 lines
4.1 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.Collections.Generic;
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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 osu.Framework.Graphics.Primitives;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.ES30;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public abstract class SliderBody : CompositeDrawable
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{
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private readonly SliderPath path;
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protected Path Path => 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 virtual Vector2 PathOffset => path.PositionInBoundingBox(path.Vertices[0]);
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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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protected SliderBody()
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{
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InternalChild = container = new BufferedContainer
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{
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RelativeSizeAxes = Axes.Both,
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CacheDrawnFrameBuffer = true,
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Child = path = new SliderPath { Blending = BlendingMode.None }
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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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/// <summary>
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/// Sets the vertices of the path which should be drawn by this <see cref="SliderBody"/>.
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/// </summary>
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/// <param name="vertices">The vertices</param>
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protected void SetVertices(IReadOnlyList<Vector2> vertices)
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{
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path.Vertices = vertices;
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container.ForceRedraw();
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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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