first attemt at shrinking sliders
This commit is contained in:
parent
fd39b69cbf
commit
08834471fc
|
@ -220,7 +220,7 @@ public class Slider extends GameObject {
|
|||
curveColor.a = curveAlpha;
|
||||
|
||||
float curveInterval = Options.isSliderSnaking() ? alpha : 1f;
|
||||
curve.draw(curveColor, curveInterval);
|
||||
curve.draw(curveColor, Math.max(0, (trackPosition - getTime()) / sliderTimeTotal), curveInterval);
|
||||
color.a = alpha;
|
||||
|
||||
g.pushTransform();
|
||||
|
|
|
@ -60,7 +60,7 @@ public abstract class Curve {
|
|||
private CurveRenderState renderState;
|
||||
|
||||
/** Points along the curve (set by inherited classes). */
|
||||
protected Vec2f[] curve;
|
||||
public Vec2f[] curve;
|
||||
|
||||
private Color fallbackSliderColor = new Color(20, 20, 20);
|
||||
|
||||
|
@ -117,25 +117,27 @@ public abstract class Curve {
|
|||
* Draws the full curve to the graphics context.
|
||||
* @param color the color filter
|
||||
*/
|
||||
public void draw(Color color) { draw(color, 1f); }
|
||||
public void draw(Color color) { draw(color, 0f, 1f); }
|
||||
|
||||
/**
|
||||
* Draws the curve in the range [0, t] (where the full range is [0, 1]) to the graphics context.
|
||||
* @param color the color filter
|
||||
* @param t set the curve interval to [0, t]
|
||||
*/
|
||||
public void draw(Color color, float t) {
|
||||
public void draw(Color color, float t1, float t2) {
|
||||
if (curve == null)
|
||||
return;
|
||||
|
||||
t = Utils.clamp(t, 0f, 1f);
|
||||
t1 = Utils.clamp(t1, 0f, 1f);
|
||||
t2 = Utils.clamp(t2, 0f, 1f);
|
||||
|
||||
// peppysliders
|
||||
if (Options.isFallbackSliders() || Options.getSkin().getSliderStyle() == Skin.STYLE_PEPPYSLIDER || !mmsliderSupported) {
|
||||
int drawUpTo = (int) (curve.length * t);
|
||||
int drawFrom = (int) (curve.length * t1);
|
||||
int drawUpTo = (int) (curve.length * t2);
|
||||
Image hitCircle = GameImage.HITCIRCLE.getImage();
|
||||
Image hitCircleOverlay = GameImage.HITCIRCLE_OVERLAY.getImage();
|
||||
for (int i = 0; i < drawUpTo; i++)
|
||||
for (int i = drawFrom; i < drawUpTo; i++)
|
||||
hitCircleOverlay.drawCentered(curve[i].x, curve[i].y, Colors.WHITE_FADE);
|
||||
float a = fallbackSliderColor.a;
|
||||
fallbackSliderColor.a = color.a;
|
||||
|
@ -148,7 +150,7 @@ public abstract class Curve {
|
|||
else {
|
||||
if (renderState == null)
|
||||
renderState = new CurveRenderState(hitObject, curve);
|
||||
renderState.draw(color, borderColor, t);
|
||||
renderState.draw(color, borderColor, t1, t2);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -64,6 +64,7 @@ public class CurveRenderState {
|
|||
|
||||
/** The point to which the curve has last been rendered into the texture (as an index into {@code curve}). */
|
||||
private int lastPointDrawn;
|
||||
private int firstPointDrawn;
|
||||
|
||||
/**
|
||||
* Set the width and height of the container that Curves get drawn into.
|
||||
|
@ -85,7 +86,7 @@ public class CurveRenderState {
|
|||
|
||||
/**
|
||||
* Undo the static state. Static state setup caused by calls to
|
||||
* {@link #draw(org.newdawn.slick.Color, org.newdawn.slick.Color, float)}
|
||||
* {@link #draw(org.newdawn.slick.Color, org.newdawn.slick.Color, float, float)}
|
||||
* are undone.
|
||||
*/
|
||||
public static void shutdown() {
|
||||
|
@ -110,10 +111,11 @@ public class CurveRenderState {
|
|||
* runs it just draws the cached copy to the screen.
|
||||
* @param color tint of the curve
|
||||
* @param borderColor the curve border color
|
||||
* @param t the point up to which the curve should be drawn (in the interval [0, 1])
|
||||
* @param t2 the point up to which the curve should be drawn (in the interval [0, 1])
|
||||
*/
|
||||
public void draw(Color color, Color borderColor, float t) {
|
||||
t = Utils.clamp(t, 0.0f, 1.0f);
|
||||
public void draw(Color color, Color borderColor, float t1, float t2) {
|
||||
t1 = Utils.clamp(t1, 0.0f, 1.0f);
|
||||
t2 = Utils.clamp(t2, 0.0f, 1.0f);
|
||||
float alpha = color.a;
|
||||
|
||||
// if this curve hasn't been drawn, draw it and cache the result
|
||||
|
@ -127,13 +129,11 @@ public class CurveRenderState {
|
|||
//write impossible value to make sure the fbo is cleared
|
||||
lastPointDrawn = -1;
|
||||
}
|
||||
|
||||
int drawUpTo = (int) (t * curve.length);
|
||||
|
||||
if (lastPointDrawn != drawUpTo) {
|
||||
if (drawUpTo == lastPointDrawn)
|
||||
return;
|
||||
|
||||
int drawFrom = (int) (t1 * curve.length);
|
||||
int drawUpTo = (int) (t2 * curve.length);
|
||||
|
||||
if (lastPointDrawn != drawUpTo || firstPointDrawn != drawFrom) {
|
||||
int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT);
|
||||
int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
|
||||
//glGetInteger requires a buffer of size 16, even though just 4
|
||||
|
@ -147,8 +147,11 @@ public class CurveRenderState {
|
|||
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
this.renderCurve(color, borderColor, lastPointDrawn, drawUpTo);
|
||||
if (firstPointDrawn != drawFrom) {
|
||||
this.renderCurve(color, borderColor, drawFrom, drawUpTo, true);
|
||||
} else {
|
||||
this.renderCurve(color, borderColor, lastPointDrawn, drawUpTo, false);
|
||||
}
|
||||
lastPointDrawn = drawUpTo;
|
||||
color.a = 1f;
|
||||
|
||||
|
@ -295,7 +298,7 @@ public class CurveRenderState {
|
|||
* @param color the color of the curve
|
||||
* @param borderColor the curve border color
|
||||
*/
|
||||
private void renderCurve(Color color, Color borderColor, int from, int to) {
|
||||
private void renderCurve(Color color, Color borderColor, int from, int to, boolean clearFirst) {
|
||||
staticState.initGradient();
|
||||
RenderState state = saveRenderState();
|
||||
staticState.initShaderProgram();
|
||||
|
@ -310,6 +313,9 @@ public class CurveRenderState {
|
|||
//2*4 is for skipping the first 2 floats (u,v)
|
||||
GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4);
|
||||
GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0);
|
||||
if (clearFirst) {
|
||||
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
for (int i = from * 2; i < to * 2 - 1; ++i)
|
||||
GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2);
|
||||
GL11.glFlush();
|
||||
|
|
Loading…
Reference in New Issue
Block a user