mirror of https://github.com/ppy/osu
Rename baseclass, add xmldoc & change access to internal
This commit is contained in:
parent
2a5e960025
commit
a60bb5feac
|
@ -1,229 +0,0 @@
|
||||||
// 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 osuTK;
|
|
||||||
using osuTK.Graphics;
|
|
||||||
using osu.Framework.Graphics;
|
|
||||||
using osu.Framework.Graphics.Batches;
|
|
||||||
using osu.Framework.Graphics.Colour;
|
|
||||||
using osu.Framework.Graphics.OpenGL.Vertices;
|
|
||||||
using osu.Framework.Graphics.Primitives;
|
|
||||||
using osu.Framework.Graphics.Shaders;
|
|
||||||
using osu.Framework.Graphics.Textures;
|
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Graphics;
|
|
||||||
using System;
|
|
||||||
using osu.Framework.Allocation;
|
|
||||||
using osu.Framework.Bindables;
|
|
||||||
using osu.Framework.Utils;
|
|
||||||
|
|
||||||
namespace osu.Game.Screens.Menu
|
|
||||||
{
|
|
||||||
public class BasicLogoVisualisation : Drawable, IHasAccentColour
|
|
||||||
{
|
|
||||||
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The number of bars to jump each update iteration.
|
|
||||||
/// </summary>
|
|
||||||
private const int index_change = 5;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The maximum length of each bar in the visualiser. Will be reduced when kiai is not activated.
|
|
||||||
/// </summary>
|
|
||||||
private const float bar_length = 600;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The number of bars in one rotation of the visualiser.
|
|
||||||
/// </summary>
|
|
||||||
private const int bars_per_visualiser = 200;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How many times we should stretch around the circumference (overlapping overselves).
|
|
||||||
/// </summary>
|
|
||||||
private const float visualiser_rounds = 5;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How much should each bar go down each millisecond (based on a full bar).
|
|
||||||
/// </summary>
|
|
||||||
private const float decay_per_milisecond = 0.0024f;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Number of milliseconds between each amplitude update.
|
|
||||||
/// </summary>
|
|
||||||
private const float time_between_updates = 50;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The minimum amplitude to show a bar.
|
|
||||||
/// </summary>
|
|
||||||
private const float amplitude_dead_zone = 1f / bar_length;
|
|
||||||
|
|
||||||
private int indexOffset;
|
|
||||||
|
|
||||||
public Color4 AccentColour { get; set; }
|
|
||||||
|
|
||||||
private readonly float[] frequencyAmplitudes = new float[256];
|
|
||||||
|
|
||||||
private IShader shader;
|
|
||||||
private readonly Texture texture;
|
|
||||||
|
|
||||||
public BasicLogoVisualisation()
|
|
||||||
{
|
|
||||||
texture = Texture.WhitePixel;
|
|
||||||
Blending = BlendingParameters.Additive;
|
|
||||||
}
|
|
||||||
|
|
||||||
[BackgroundDependencyLoader]
|
|
||||||
private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap)
|
|
||||||
{
|
|
||||||
this.beatmap.BindTo(beatmap);
|
|
||||||
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void updateAmplitudes()
|
|
||||||
{
|
|
||||||
var track = beatmap.Value.TrackLoaded ? beatmap.Value.Track : null;
|
|
||||||
var effect = beatmap.Value.BeatmapLoaded ? beatmap.Value.Beatmap?.ControlPointInfo.EffectPointAt(track?.CurrentTime ?? Time.Current) : null;
|
|
||||||
|
|
||||||
float[] temporalAmplitudes = track?.CurrentAmplitudes.FrequencyAmplitudes;
|
|
||||||
|
|
||||||
for (int i = 0; i < bars_per_visualiser; i++)
|
|
||||||
{
|
|
||||||
if (track?.IsRunning ?? false)
|
|
||||||
{
|
|
||||||
float targetAmplitude = (temporalAmplitudes?[(i + indexOffset) % bars_per_visualiser] ?? 0) * (effect?.KiaiMode == true ? 1 : 0.5f);
|
|
||||||
if (targetAmplitude > frequencyAmplitudes[i])
|
|
||||||
frequencyAmplitudes[i] = targetAmplitude;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
int index = (i + index_change) % bars_per_visualiser;
|
|
||||||
if (frequencyAmplitudes[index] > frequencyAmplitudes[i])
|
|
||||||
frequencyAmplitudes[i] = frequencyAmplitudes[index];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
indexOffset = (indexOffset + index_change) % bars_per_visualiser;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void LoadComplete()
|
|
||||||
{
|
|
||||||
base.LoadComplete();
|
|
||||||
|
|
||||||
var delayed = Scheduler.AddDelayed(updateAmplitudes, time_between_updates, true);
|
|
||||||
delayed.PerformRepeatCatchUpExecutions = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Update()
|
|
||||||
{
|
|
||||||
base.Update();
|
|
||||||
|
|
||||||
float decayFactor = (float)Time.Elapsed * decay_per_milisecond;
|
|
||||||
|
|
||||||
for (int i = 0; i < bars_per_visualiser; i++)
|
|
||||||
{
|
|
||||||
//3% of extra bar length to make it a little faster when bar is almost at it's minimum
|
|
||||||
frequencyAmplitudes[i] -= decayFactor * (frequencyAmplitudes[i] + 0.03f);
|
|
||||||
if (frequencyAmplitudes[i] < 0)
|
|
||||||
frequencyAmplitudes[i] = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
Invalidate(Invalidation.DrawNode);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
|
|
||||||
|
|
||||||
private class VisualisationDrawNode : DrawNode
|
|
||||||
{
|
|
||||||
protected new BasicLogoVisualisation Source => (BasicLogoVisualisation)base.Source;
|
|
||||||
|
|
||||||
private IShader shader;
|
|
||||||
private Texture texture;
|
|
||||||
|
|
||||||
// Assuming the logo is a circle, we don't need a second dimension.
|
|
||||||
private float size;
|
|
||||||
|
|
||||||
private Color4 colour;
|
|
||||||
private float[] audioData;
|
|
||||||
|
|
||||||
private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);
|
|
||||||
|
|
||||||
public VisualisationDrawNode(BasicLogoVisualisation 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();
|
|
||||||
|
|
||||||
Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
|
|
||||||
|
|
||||||
ColourInfo colourInfo = DrawColourInfo.Colour;
|
|
||||||
colourInfo.ApplyChild(colour);
|
|
||||||
|
|
||||||
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)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
|
|
||||||
float rotationCos = MathF.Cos(rotation);
|
|
||||||
float rotationSin = MathF.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 barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.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.
|
|
||||||
var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
|
|
||||||
|
|
||||||
var rectangle = new Quad(
|
|
||||||
Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),
|
|
||||||
Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),
|
|
||||||
Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),
|
|
||||||
Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
|
|
||||||
);
|
|
||||||
|
|
||||||
DrawQuad(
|
|
||||||
texture,
|
|
||||||
rectangle,
|
|
||||||
colourInfo,
|
|
||||||
null,
|
|
||||||
vertexBatch.AddAction,
|
|
||||||
// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
|
|
||||||
Vector2.Divide(inflation, barSize.Yx));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
shader.Unbind();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Dispose(bool isDisposing)
|
|
||||||
{
|
|
||||||
base.Dispose(isDisposing);
|
|
||||||
|
|
||||||
vertexBatch.Dispose();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,39 +1,232 @@
|
||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
|
using osuTK;
|
||||||
using osuTK.Graphics;
|
using osuTK.Graphics;
|
||||||
using osu.Game.Skinning;
|
using osu.Framework.Graphics;
|
||||||
using osu.Game.Online.API;
|
using osu.Framework.Graphics.Batches;
|
||||||
using osu.Game.Users;
|
using osu.Framework.Graphics.Colour;
|
||||||
|
using osu.Framework.Graphics.OpenGL.Vertices;
|
||||||
|
using osu.Framework.Graphics.Primitives;
|
||||||
|
using osu.Framework.Graphics.Shaders;
|
||||||
|
using osu.Framework.Graphics.Textures;
|
||||||
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Graphics;
|
||||||
|
using System;
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Extensions.Color4Extensions;
|
using osu.Framework.Utils;
|
||||||
|
|
||||||
namespace osu.Game.Screens.Menu
|
namespace osu.Game.Screens.Menu
|
||||||
{
|
{
|
||||||
public class LogoVisualisation : BasicLogoVisualisation
|
/// <summary>
|
||||||
|
/// A visualiser that reacts to music coming from beatmaps.
|
||||||
|
/// </summary>
|
||||||
|
public class LogoVisualisation : Drawable, IHasAccentColour
|
||||||
{
|
{
|
||||||
private Bindable<User> user;
|
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
|
||||||
private Bindable<Skin> skin;
|
|
||||||
|
|
||||||
[BackgroundDependencyLoader]
|
/// <summary>
|
||||||
private void load(IAPIProvider api, SkinManager skinManager)
|
/// The number of bars to jump each update iteration.
|
||||||
|
/// </summary>
|
||||||
|
private const int index_change = 5;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The maximum length of each bar in the visualiser. Will be reduced when kiai is not activated.
|
||||||
|
/// </summary>
|
||||||
|
private const float bar_length = 600;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The number of bars in one rotation of the visualiser.
|
||||||
|
/// </summary>
|
||||||
|
private const int bars_per_visualiser = 200;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How many times we should stretch around the circumference (overlapping overselves).
|
||||||
|
/// </summary>
|
||||||
|
private const float visualiser_rounds = 5;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How much should each bar go down each millisecond (based on a full bar).
|
||||||
|
/// </summary>
|
||||||
|
private const float decay_per_milisecond = 0.0024f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Number of milliseconds between each amplitude update.
|
||||||
|
/// </summary>
|
||||||
|
private const float time_between_updates = 50;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The minimum amplitude to show a bar.
|
||||||
|
/// </summary>
|
||||||
|
private const float amplitude_dead_zone = 1f / bar_length;
|
||||||
|
|
||||||
|
private int indexOffset;
|
||||||
|
|
||||||
|
public Color4 AccentColour { get; set; }
|
||||||
|
|
||||||
|
private readonly float[] frequencyAmplitudes = new float[256];
|
||||||
|
|
||||||
|
private IShader shader;
|
||||||
|
private readonly Texture texture;
|
||||||
|
|
||||||
|
public LogoVisualisation()
|
||||||
{
|
{
|
||||||
user = api.LocalUser.GetBoundCopy();
|
texture = Texture.WhitePixel;
|
||||||
skin = skinManager.CurrentSkin.GetBoundCopy();
|
Blending = BlendingParameters.Additive;
|
||||||
|
|
||||||
user.ValueChanged += _ => updateColour();
|
|
||||||
skin.BindValueChanged(_ => updateColour(), true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void updateColour()
|
[BackgroundDependencyLoader]
|
||||||
|
private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap)
|
||||||
{
|
{
|
||||||
Color4 defaultColour = Color4.White.Opacity(0.2f);
|
this.beatmap.BindTo(beatmap);
|
||||||
|
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
|
||||||
|
}
|
||||||
|
|
||||||
if (user.Value?.IsSupporter ?? false)
|
private void updateAmplitudes()
|
||||||
AccentColour = skin.Value.GetConfig<GlobalSkinColours, Color4>(GlobalSkinColours.MenuGlow)?.Value ?? defaultColour;
|
{
|
||||||
else
|
var track = beatmap.Value.TrackLoaded ? beatmap.Value.Track : null;
|
||||||
AccentColour = defaultColour;
|
var effect = beatmap.Value.BeatmapLoaded ? beatmap.Value.Beatmap?.ControlPointInfo.EffectPointAt(track?.CurrentTime ?? Time.Current) : null;
|
||||||
|
|
||||||
|
float[] temporalAmplitudes = track?.CurrentAmplitudes.FrequencyAmplitudes;
|
||||||
|
|
||||||
|
for (int i = 0; i < bars_per_visualiser; i++)
|
||||||
|
{
|
||||||
|
if (track?.IsRunning ?? false)
|
||||||
|
{
|
||||||
|
float targetAmplitude = (temporalAmplitudes?[(i + indexOffset) % bars_per_visualiser] ?? 0) * (effect?.KiaiMode == true ? 1 : 0.5f);
|
||||||
|
if (targetAmplitude > frequencyAmplitudes[i])
|
||||||
|
frequencyAmplitudes[i] = targetAmplitude;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
int index = (i + index_change) % bars_per_visualiser;
|
||||||
|
if (frequencyAmplitudes[index] > frequencyAmplitudes[i])
|
||||||
|
frequencyAmplitudes[i] = frequencyAmplitudes[index];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
indexOffset = (indexOffset + index_change) % bars_per_visualiser;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void LoadComplete()
|
||||||
|
{
|
||||||
|
base.LoadComplete();
|
||||||
|
|
||||||
|
var delayed = Scheduler.AddDelayed(updateAmplitudes, time_between_updates, true);
|
||||||
|
delayed.PerformRepeatCatchUpExecutions = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Update()
|
||||||
|
{
|
||||||
|
base.Update();
|
||||||
|
|
||||||
|
float decayFactor = (float)Time.Elapsed * decay_per_milisecond;
|
||||||
|
|
||||||
|
for (int i = 0; i < bars_per_visualiser; i++)
|
||||||
|
{
|
||||||
|
//3% of extra bar length to make it a little faster when bar is almost at it's minimum
|
||||||
|
frequencyAmplitudes[i] -= decayFactor * (frequencyAmplitudes[i] + 0.03f);
|
||||||
|
if (frequencyAmplitudes[i] < 0)
|
||||||
|
frequencyAmplitudes[i] = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
Invalidate(Invalidation.DrawNode);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);
|
||||||
|
|
||||||
|
private class VisualisationDrawNode : DrawNode
|
||||||
|
{
|
||||||
|
protected new LogoVisualisation Source => (LogoVisualisation)base.Source;
|
||||||
|
|
||||||
|
private IShader shader;
|
||||||
|
private Texture texture;
|
||||||
|
|
||||||
|
// Assuming the logo is a circle, we don't need a second dimension.
|
||||||
|
private float size;
|
||||||
|
|
||||||
|
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();
|
||||||
|
|
||||||
|
Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
|
||||||
|
|
||||||
|
ColourInfo colourInfo = DrawColourInfo.Colour;
|
||||||
|
colourInfo.ApplyChild(colour);
|
||||||
|
|
||||||
|
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)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
|
||||||
|
float rotationCos = MathF.Cos(rotation);
|
||||||
|
float rotationSin = MathF.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 barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.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.
|
||||||
|
var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
|
||||||
|
|
||||||
|
var rectangle = new Quad(
|
||||||
|
Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),
|
||||||
|
Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),
|
||||||
|
Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),
|
||||||
|
Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
|
||||||
|
);
|
||||||
|
|
||||||
|
DrawQuad(
|
||||||
|
texture,
|
||||||
|
rectangle,
|
||||||
|
colourInfo,
|
||||||
|
null,
|
||||||
|
vertexBatch.AddAction,
|
||||||
|
// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
|
||||||
|
Vector2.Divide(inflation, barSize.Yx));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
shader.Unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Dispose(bool isDisposing)
|
||||||
|
{
|
||||||
|
base.Dispose(isDisposing);
|
||||||
|
|
||||||
|
vertexBatch.Dispose();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,39 @@
|
||||||
|
// 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 osuTK.Graphics;
|
||||||
|
using osu.Game.Skinning;
|
||||||
|
using osu.Game.Online.API;
|
||||||
|
using osu.Game.Users;
|
||||||
|
using osu.Framework.Allocation;
|
||||||
|
using osu.Framework.Bindables;
|
||||||
|
using osu.Framework.Extensions.Color4Extensions;
|
||||||
|
|
||||||
|
namespace osu.Game.Screens.Menu
|
||||||
|
{
|
||||||
|
internal class MenuLogoVisualisation : LogoVisualisation
|
||||||
|
{
|
||||||
|
private Bindable<User> user;
|
||||||
|
private Bindable<Skin> skin;
|
||||||
|
|
||||||
|
[BackgroundDependencyLoader]
|
||||||
|
private void load(IAPIProvider api, SkinManager skinManager)
|
||||||
|
{
|
||||||
|
user = api.LocalUser.GetBoundCopy();
|
||||||
|
skin = skinManager.CurrentSkin.GetBoundCopy();
|
||||||
|
|
||||||
|
user.ValueChanged += _ => updateColour();
|
||||||
|
skin.BindValueChanged(_ => updateColour(), true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void updateColour()
|
||||||
|
{
|
||||||
|
Color4 defaultColour = Color4.White.Opacity(0.2f);
|
||||||
|
|
||||||
|
if (user.Value?.IsSupporter ?? false)
|
||||||
|
AccentColour = skin.Value.GetConfig<GlobalSkinColours, Color4>(GlobalSkinColours.MenuGlow)?.Value ?? defaultColour;
|
||||||
|
else
|
||||||
|
AccentColour = defaultColour;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -38,7 +38,7 @@ public class OsuLogo : BeatSyncedContainer
|
||||||
private readonly Container logoBeatContainer;
|
private readonly Container logoBeatContainer;
|
||||||
private readonly Container logoAmplitudeContainer;
|
private readonly Container logoAmplitudeContainer;
|
||||||
private readonly Container logoHoverContainer;
|
private readonly Container logoHoverContainer;
|
||||||
private readonly LogoVisualisation visualizer;
|
private readonly MenuLogoVisualisation visualizer;
|
||||||
|
|
||||||
private readonly IntroSequence intro;
|
private readonly IntroSequence intro;
|
||||||
|
|
||||||
|
@ -139,7 +139,7 @@ public OsuLogo()
|
||||||
AutoSizeAxes = Axes.Both,
|
AutoSizeAxes = Axes.Both,
|
||||||
Children = new Drawable[]
|
Children = new Drawable[]
|
||||||
{
|
{
|
||||||
visualizer = new LogoVisualisation
|
visualizer = new MenuLogoVisualisation
|
||||||
{
|
{
|
||||||
RelativeSizeAxes = Axes.Both,
|
RelativeSizeAxes = Axes.Both,
|
||||||
Origin = Anchor.Centre,
|
Origin = Anchor.Centre,
|
||||||
|
|
Loading…
Reference in New Issue