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Merge branch 'master' into shift-delete
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@ -16,7 +16,7 @@ namespace osu.Game.Graphics.Backgrounds
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/// </summary>
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public class Background : CompositeDrawable
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{
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public Sprite Sprite;
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public readonly Sprite Sprite;
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private readonly string textureName;
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@ -51,7 +51,7 @@ namespace osu.Game.Graphics.Backgrounds
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public void BlurTo(Vector2 newBlurSigma, double duration = 0, Easing easing = Easing.None)
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{
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if (bufferedContainer == null)
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if (bufferedContainer == null && newBlurSigma != Vector2.Zero)
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{
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RemoveInternal(Sprite);
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@ -63,7 +63,7 @@ namespace osu.Game.Graphics.Backgrounds
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});
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}
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bufferedContainer.BlurTo(newBlurSigma, duration, easing);
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bufferedContainer?.BlurTo(newBlurSigma, duration, easing);
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}
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}
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}
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@ -8,7 +8,6 @@ using osuTK.Graphics;
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using System;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osuTK.Graphics.ES30;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Allocation;
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@ -137,11 +136,13 @@ namespace osu.Game.Graphics.Backgrounds
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}
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}
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protected int AimCount;
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private void addTriangles(bool randomY)
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{
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int aimTriangleCount = (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
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AimCount = (int)(DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio);
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for (int i = 0; i < aimTriangleCount - parts.Count; i++)
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for (int i = 0; i < AimCount - parts.Count; i++)
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parts.Add(createTriangle(randomY));
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}
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@ -190,7 +191,7 @@ namespace osu.Game.Graphics.Backgrounds
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private Vector2 size;
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private readonly LinearBatch<TexturedVertex2D> vertexBatch = new LinearBatch<TexturedVertex2D>(100 * 3, 10, PrimitiveType.Triangles);
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private TriangleBatch<TexturedVertex2D> vertexBatch;
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public TrianglesDrawNode(Triangles source)
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: base(source)
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@ -213,6 +214,12 @@ namespace osu.Game.Graphics.Backgrounds
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{
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base.Draw(vertexAction);
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if (Source.AimCount > 0 && (vertexBatch == null || vertexBatch.Size != Source.AimCount))
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{
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vertexBatch?.Dispose();
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vertexBatch = new TriangleBatch<TexturedVertex2D>(Source.AimCount, 1);
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}
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shader.Bind();
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Vector2 localInflationAmount = edge_smoothness * DrawInfo.MatrixInverse.ExtractScale().Xy;
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@ -246,7 +253,7 @@ namespace osu.Game.Graphics.Backgrounds
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{
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base.Dispose(isDisposing);
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vertexBatch.Dispose();
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vertexBatch?.Dispose();
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}
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}
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80
osu.Game/Graphics/Sprites/GlowingSpriteText.cs
Normal file
80
osu.Game/Graphics/Sprites/GlowingSpriteText.cs
Normal file
@ -0,0 +1,80 @@
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// 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osuTK;
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namespace osu.Game.Graphics.Sprites
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{
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public class GlowingSpriteText : Container, IHasText
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{
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private readonly OsuSpriteText spriteText, blurredText;
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public string Text
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{
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get => spriteText.Text;
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set => blurredText.Text = spriteText.Text = value;
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}
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public FontUsage Font
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{
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get => spriteText.Font;
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set => blurredText.Font = spriteText.Font = value.With(fixedWidth: true);
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}
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public Vector2 TextSize
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{
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get => spriteText.Size;
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set => blurredText.Size = spriteText.Size = value;
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}
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public ColourInfo TextColour
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{
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get => spriteText.Colour;
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set => spriteText.Colour = value;
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}
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public ColourInfo GlowColour
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{
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get => blurredText.Colour;
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set => blurredText.Colour = value;
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}
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public GlowingSpriteText()
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{
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AutoSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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new BufferedContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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BlurSigma = new Vector2(4),
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CacheDrawnFrameBuffer = true,
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingMode.Additive,
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Size = new Vector2(3f),
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Children = new[]
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{
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blurredText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Shadow = false,
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},
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},
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},
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spriteText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Shadow = false,
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},
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};
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}
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}
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}
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