mirror of
https://github.com/ppy/osu.git
synced 2024-12-27 20:22:56 +08:00
275 lines
8.7 KiB
C#
275 lines
8.7 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.
|
|
|
|
using System;
|
|
using System.Diagnostics;
|
|
using System.Runtime.InteropServices;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.OpenGL.Buffers;
|
|
using osu.Framework.Graphics.OpenGL.Vertices;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Framework.Graphics.Shaders;
|
|
using osu.Framework.Graphics.Textures;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Framework.Timing;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
using osuTK.Graphics.ES30;
|
|
|
|
namespace osu.Game.Rulesets.Osu.UI.Cursor
|
|
{
|
|
internal class CursorTrail : Drawable, IRequireHighFrequencyMousePosition
|
|
{
|
|
private int currentIndex;
|
|
|
|
private Shader shader;
|
|
private Texture texture;
|
|
|
|
private Vector2 size => texture.Size * Scale;
|
|
|
|
private double timeOffset;
|
|
|
|
private float time;
|
|
|
|
public override bool IsPresent => true;
|
|
|
|
private readonly TrailDrawNodeSharedData trailDrawNodeSharedData = new TrailDrawNodeSharedData();
|
|
private const int max_sprites = 2048;
|
|
|
|
private readonly TrailPart[] parts = new TrailPart[max_sprites];
|
|
|
|
private Vector2? lastPosition;
|
|
|
|
private readonly InputResampler resampler = new InputResampler();
|
|
|
|
protected override DrawNode CreateDrawNode() => new TrailDrawNode();
|
|
|
|
protected override void ApplyDrawNode(DrawNode node)
|
|
{
|
|
base.ApplyDrawNode(node);
|
|
|
|
TrailDrawNode tNode = (TrailDrawNode)node;
|
|
tNode.Shader = shader;
|
|
tNode.Texture = texture;
|
|
tNode.Size = size;
|
|
tNode.Time = time;
|
|
tNode.Shared = trailDrawNodeSharedData;
|
|
|
|
for (int i = 0; i < parts.Length; ++i)
|
|
if (parts[i].InvalidationID > tNode.Parts[i].InvalidationID)
|
|
tNode.Parts[i] = parts[i];
|
|
}
|
|
|
|
public CursorTrail()
|
|
{
|
|
// as we are currently very dependent on having a running clock, let's make our own clock for the time being.
|
|
Clock = new FramedClock();
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
for (int i = 0; i < max_sprites; i++)
|
|
{
|
|
parts[i].InvalidationID = 0;
|
|
parts[i].WasUpdated = true;
|
|
}
|
|
}
|
|
|
|
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(ShaderManager shaders, TextureStore textures)
|
|
{
|
|
shader = shaders?.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE);
|
|
texture = textures.Get(@"Cursor/cursortrail");
|
|
Scale = new Vector2(1 / texture.ScaleAdjust);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
resetTime();
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
Invalidate(Invalidation.DrawNode, shallPropagate: false);
|
|
|
|
const int fade_clock_reset_threshold = 1000000;
|
|
|
|
time = (float)(Time.Current - timeOffset) / 300f;
|
|
if (time > fade_clock_reset_threshold)
|
|
resetTime();
|
|
}
|
|
|
|
private void resetTime()
|
|
{
|
|
for (int i = 0; i < parts.Length; ++i)
|
|
{
|
|
parts[i].Time -= time;
|
|
++parts[i].InvalidationID;
|
|
}
|
|
|
|
time = 0;
|
|
timeOffset = Time.Current;
|
|
}
|
|
|
|
protected override bool OnMouseMove(MouseMoveEvent e)
|
|
{
|
|
Vector2 pos = e.ScreenSpaceMousePosition;
|
|
|
|
if (lastPosition == null)
|
|
{
|
|
lastPosition = pos;
|
|
resampler.AddPosition(lastPosition.Value);
|
|
return base.OnMouseMove(e);
|
|
}
|
|
|
|
foreach (Vector2 pos2 in resampler.AddPosition(pos))
|
|
{
|
|
Trace.Assert(lastPosition.HasValue);
|
|
|
|
// ReSharper disable once PossibleInvalidOperationException
|
|
Vector2 pos1 = lastPosition.Value;
|
|
Vector2 diff = pos2 - pos1;
|
|
float distance = diff.Length;
|
|
Vector2 direction = diff / distance;
|
|
|
|
float interval = size.X / 2 * 0.9f;
|
|
|
|
for (float d = interval; d < distance; d += interval)
|
|
{
|
|
lastPosition = pos1 + direction * d;
|
|
addPosition(lastPosition.Value);
|
|
}
|
|
}
|
|
|
|
return base.OnMouseMove(e);
|
|
}
|
|
|
|
private void addPosition(Vector2 pos)
|
|
{
|
|
parts[currentIndex].Position = pos;
|
|
parts[currentIndex].Time = time;
|
|
++parts[currentIndex].InvalidationID;
|
|
|
|
currentIndex = (currentIndex + 1) % max_sprites;
|
|
}
|
|
|
|
private struct TrailPart
|
|
{
|
|
public Vector2 Position;
|
|
public float Time;
|
|
public long InvalidationID;
|
|
public bool WasUpdated;
|
|
}
|
|
|
|
private class TrailDrawNodeSharedData
|
|
{
|
|
public VertexBuffer<TexturedTrailVertex> VertexBuffer;
|
|
}
|
|
|
|
private class TrailDrawNode : DrawNode
|
|
{
|
|
public Shader Shader;
|
|
public Texture Texture;
|
|
|
|
public float Time;
|
|
public TrailDrawNodeSharedData Shared;
|
|
|
|
public readonly TrailPart[] Parts = new TrailPart[max_sprites];
|
|
public Vector2 Size;
|
|
|
|
public TrailDrawNode()
|
|
{
|
|
for (int i = 0; i < max_sprites; i++)
|
|
{
|
|
Parts[i].InvalidationID = 0;
|
|
Parts[i].WasUpdated = false;
|
|
}
|
|
}
|
|
|
|
public override void Draw(Action<TexturedVertex2D> vertexAction)
|
|
{
|
|
if (Shared.VertexBuffer == null)
|
|
Shared.VertexBuffer = new QuadVertexBuffer<TexturedTrailVertex>(max_sprites, BufferUsageHint.DynamicDraw);
|
|
|
|
Shader.GetUniform<float>("g_FadeClock").UpdateValue(ref Time);
|
|
|
|
int updateStart = -1, updateEnd = 0;
|
|
for (int i = 0; i < Parts.Length; ++i)
|
|
{
|
|
if (Parts[i].WasUpdated)
|
|
{
|
|
if (updateStart == -1)
|
|
updateStart = i;
|
|
updateEnd = i + 1;
|
|
|
|
int start = i * 4;
|
|
int end = start;
|
|
|
|
Vector2 pos = Parts[i].Position;
|
|
float time = Parts[i].Time;
|
|
|
|
Texture.DrawQuad(
|
|
new Quad(pos.X - Size.X / 2, pos.Y - Size.Y / 2, Size.X, Size.Y),
|
|
DrawColourInfo.Colour,
|
|
null,
|
|
v => Shared.VertexBuffer.Vertices[end++] = new TexturedTrailVertex
|
|
{
|
|
Position = v.Position,
|
|
TexturePosition = v.TexturePosition,
|
|
Time = time + 1,
|
|
Colour = v.Colour,
|
|
});
|
|
|
|
Parts[i].WasUpdated = false;
|
|
}
|
|
else if (updateStart != -1)
|
|
{
|
|
Shared.VertexBuffer.UpdateRange(updateStart * 4, updateEnd * 4);
|
|
updateStart = -1;
|
|
}
|
|
}
|
|
|
|
// Update all remaining vertices that have been changed.
|
|
if (updateStart != -1)
|
|
Shared.VertexBuffer.UpdateRange(updateStart * 4, updateEnd * 4);
|
|
|
|
base.Draw(vertexAction);
|
|
|
|
Shader.Bind();
|
|
|
|
Texture.TextureGL.Bind();
|
|
Shared.VertexBuffer.Draw();
|
|
|
|
Shader.Unbind();
|
|
}
|
|
}
|
|
|
|
[StructLayout(LayoutKind.Sequential)]
|
|
public struct TexturedTrailVertex : IEquatable<TexturedTrailVertex>, IVertex
|
|
{
|
|
[VertexMember(2, VertexAttribPointerType.Float)]
|
|
public Vector2 Position;
|
|
[VertexMember(4, VertexAttribPointerType.Float)]
|
|
public Color4 Colour;
|
|
[VertexMember(2, VertexAttribPointerType.Float)]
|
|
public Vector2 TexturePosition;
|
|
[VertexMember(1, VertexAttribPointerType.Float)]
|
|
public float Time;
|
|
|
|
public bool Equals(TexturedTrailVertex other)
|
|
{
|
|
return Position.Equals(other.Position)
|
|
&& TexturePosition.Equals(other.TexturePosition)
|
|
&& Colour.Equals(other.Colour)
|
|
&& Time.Equals(other.Time);
|
|
}
|
|
}
|
|
}
|
|
}
|