Merge remote-tracking branch 'origin/master' into fix-new-inspections

# Conflicts:
#	osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs
#	osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs
#	osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs
#	osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs
#	osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs
#	osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs
#	osu.Game/Graphics/OsuFont.cs
#	osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs
#	osu.Game/Overlays/Profile/Header/BadgeContainer.cs
#	osu.Game/Overlays/Profile/ProfileHeader.cs
#	osu.Game/Screens/Select/PlaySongSelect.cs
#	osu.Game/Skinning/LegacySkinDecoder.cs
This commit is contained in:
smoogipoo
2019-05-07 13:20:17 +09:00
372 changed files with 5594 additions and 3030 deletions

View File

@ -12,9 +12,13 @@ using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Skinning;
using osu.Game.Online.API;
using osu.Game.Users;
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
namespace osu.Game.Screens.Menu
{
@ -66,18 +70,25 @@ namespace osu.Game.Screens.Menu
private IShader shader;
private readonly Texture texture;
private Bindable<User> user;
private Bindable<Skin> skin;
public LogoVisualisation()
{
texture = Texture.WhitePixel;
AccentColour = new Color4(1, 1, 1, 0.2f);
Blending = BlendingMode.Additive;
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap)
private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap, IAPIProvider api, SkinManager skinManager)
{
this.beatmap.BindTo(beatmap);
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
user = api.LocalUser.GetBoundCopy();
skin = skinManager.CurrentSkin.GetBoundCopy();
user.ValueChanged += _ => updateColour();
skin.BindValueChanged(_ => updateColour(), true);
}
private void updateAmplitudes()
@ -107,6 +118,16 @@ namespace osu.Game.Screens.Menu
Scheduler.AddDelayed(updateAmplitudes, time_between_updates);
}
private void updateColour()
{
Color4 defaultColour = Color4.White.Opacity(0.2f);
if (user.Value?.IsSupporter ?? false)
AccentColour = skin.Value.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("MenuGlow") ? s.CustomColours["MenuGlow"] : (Color4?)null) ?? defaultColour;
else
AccentColour = defaultColour;
}
protected override void LoadComplete()
{
base.LoadComplete();
@ -130,62 +151,67 @@ namespace osu.Game.Screens.Menu
Invalidate(Invalidation.DrawNode, shallPropagate: false);
}
protected override DrawNode CreateDrawNode() => new VisualisationDrawNode();
protected override void ApplyDrawNode(DrawNode node)
{
base.ApplyDrawNode(node);
var visNode = (VisualisationDrawNode)node;
visNode.Shader = shader;
visNode.Texture = texture;
visNode.Size = DrawSize.X;
visNode.Colour = AccentColour;
visNode.AudioData = frequencyAmplitudes;
}
protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
private class VisualisationDrawNode : DrawNode
{
public IShader Shader;
public Texture Texture;
protected new LogoVisualisation Source => (LogoVisualisation)base.Source;
private IShader shader;
private Texture texture;
//Asuming the logo is a circle, we don't need a second dimension.
public float Size;
private float size;
public Color4 Colour;
public float[] AudioData;
private Color4 colour;
private float[] audioData;
private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
public VisualisationDrawNode(LogoVisualisation source)
: base(source)
{
}
public override void ApplyState()
{
base.ApplyState();
shader = Source.shader;
texture = Source.texture;
size = Source.DrawSize.X;
colour = Source.AccentColour;
audioData = Source.frequencyAmplitudes;
}
public override void Draw(Action<TexturedVertex2D> vertexAction)
{
base.Draw(vertexAction);
Shader.Bind();
Texture.TextureGL.Bind();
shader.Bind();
texture.TextureGL.Bind();
Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
ColourInfo colourInfo = DrawColourInfo.Colour;
colourInfo.ApplyChild(Colour);
colourInfo.ApplyChild(colour);
if (AudioData != null)
if (audioData != null)
{
for (int j = 0; j < visualiser_rounds; j++)
{
for (int i = 0; i < bars_per_visualiser; i++)
{
if (AudioData[i] < amplitude_dead_zone)
if (audioData[i] < amplitude_dead_zone)
continue;
float rotation = MathHelper.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
float rotationCos = (float)Math.Cos(rotation);
float rotationSin = (float)Math.Sin(rotation);
//taking the cos and sin to the 0..1 range
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * Size;
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
var barSize = new Vector2(Size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * AudioData[i]);
var barSize = new Vector2(size * (float)Math.Sqrt(2 * (1 - Math.Cos(MathHelper.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
//The distance between the position and the sides of the bar.
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
//The distance between the bottom side of the bar and the top side.
@ -198,7 +224,7 @@ namespace osu.Game.Screens.Menu
Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
);
Texture.DrawQuad(
texture.DrawQuad(
rectangle,
colourInfo,
null,
@ -209,7 +235,7 @@ namespace osu.Game.Screens.Menu
}
}
Shader.Unbind();
shader.Unbind();
}
protected override void Dispose(bool isDisposing)