draw slider body so there are no overlaps in transparency

This commit is contained in:
Michael Zhang 2021-01-09 15:43:05 -06:00
parent 8e578ce79f
commit 406b634228
Signed by: michael
GPG key ID: BDA47A31A3C8EE6B
3 changed files with 26 additions and 10 deletions

View file

@ -179,7 +179,8 @@ impl Game {
let mut slider_info = None; let mut slider_info = None;
if let HitObjectKind::Slider(info) = &ho.inner.kind { if let HitObjectKind::Slider(info) = &ho.inner.kind {
let color = graphics::Color::new(1.0, 1.0, 1.0, 0.6 * draw_info.opacity as f32); let mut color = color.clone();
color.a = 0.6 * draw_info.opacity as f32;
let spline = render_slider( let spline = render_slider(
&mut self.slider_cache, &mut self.slider_cache,
ctx, ctx,

View file

@ -1,7 +1,9 @@
use anyhow::Result; use anyhow::Result;
use ggez::{ use ggez::{
conf::NumSamples,
graphics::{ graphics::{
self, Color, DrawMode, DrawParam, FillOptions, LineCap, LineJoin, Mesh, Rect, StrokeOptions, self, Canvas, Color, DrawMode, DrawParam, FillOptions, LineCap, LineJoin, Mesh, Rect,
StrokeOptions,
}, },
nalgebra::Point2, nalgebra::Point2,
Context, Context,
@ -54,30 +56,41 @@ pub fn render_slider<'a>(
}) })
.collect::<Vec<Point2<_>>>(); .collect::<Vec<Point2<_>>>();
let (mut boundx, mut boundy, mut boundw, mut boundh) = (0.0f64, 0.0f64, 0.0f64, 0.0f64); let (mut boundx, mut boundy, mut boundw, mut boundh) = (f64::MAX, f64::MAX, 0.0f64, 0.0f64);
let spline_mapped = spline let spline_mapped = spline
.spline_points .spline_points
.iter() .iter()
.map(|point| { .map(|point| {
let (x, y) = (point.0, point.1); let (x, y) = (point.0, point.1);
boundx = boundx.min(x - cs_osupx);
boundy = boundy.min(y - cs_osupx);
boundw = boundw.max(x + cs_osupx - boundx);
boundh = boundh.max(y + cs_osupx - boundy);
let x2 = rect.x as f64 + osupx_scale_x * x; let x2 = rect.x as f64 + osupx_scale_x * x;
let y2 = rect.y as f64 + osupx_scale_y * y; let y2 = rect.y as f64 + osupx_scale_y * y;
boundx = boundx.min(x2 - cs_osupx);
boundy = boundy.min(y2 - cs_osupx);
boundw = boundw.max(x2 + cs_osupx - boundx);
boundh = boundh.max(y2 + cs_osupx - boundy);
[x2 as f32, y2 as f32].into() [x2 as f32, y2 as f32].into()
}) })
.collect::<Vec<Point2<f32>>>(); .collect::<Vec<Point2<f32>>>();
// draw slider body
let canvas = Canvas::with_window_size(ctx)?;
let opts = StrokeOptions::default() let opts = StrokeOptions::default()
.with_line_cap(LineCap::Round) .with_line_cap(LineCap::Round)
.with_line_join(LineJoin::Round) .with_line_join(LineJoin::Round)
.with_line_width(cs_real as f32 * 2.0); .with_line_width(cs_real as f32 * 2.0);
let body = Mesh::new_polyline(ctx, DrawMode::Stroke(opts), &spline_mapped, color)?; let body = Mesh::new_polyline(
ctx,
DrawMode::Stroke(opts),
spline_mapped.as_ref(),
graphics::WHITE,
)?;
graphics::set_canvas(ctx, Some(&canvas));
graphics::clear(ctx, Color::new(0.0, 0.0, 0.0, 0.0));
graphics::draw(ctx, &body, DrawParam::default())?; graphics::draw(ctx, &body, DrawParam::default())?;
graphics::set_canvas(ctx, None);
graphics::draw(ctx, &canvas, DrawParam::default().color(color))?;
// draw control points wireframe
let frame = Mesh::new_polyline( let frame = Mesh::new_polyline(
ctx, ctx,
DrawMode::Stroke(StrokeOptions::default()), DrawMode::Stroke(StrokeOptions::default()),
@ -85,6 +98,8 @@ pub fn render_slider<'a>(
graphics::WHITE, graphics::WHITE,
)?; )?;
graphics::draw(ctx, &frame, DrawParam::default())?; graphics::draw(ctx, &frame, DrawParam::default())?;
// draw points on wireframe
for point in points_mapped { for point in points_mapped {
let size = 5.0; let size = 5.0;
let rect = Rect::new(point.x - size, point.y - size, size * 2.0, size * 2.0); let rect = Rect::new(point.x - size, point.y - size, size * 2.0, size * 2.0);

View file

@ -240,7 +240,7 @@ impl Game {
)?; )?;
self.skin.reversearrow.draw( self.skin.reversearrow.draw(
ctx, ctx,
(BOUNDS.h/2.0, BOUNDS.h/2.0), (BOUNDS.h / 2.0, BOUNDS.h / 2.0),
DrawParam::default() DrawParam::default()
.dest([repeat_x, timeline_y + BOUNDS.h / 2.0]) .dest([repeat_x, timeline_y + BOUNDS.h / 2.0])
.offset([0.5, 0.5]), .offset([0.5, 0.5]),