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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Default/SpinnerRotationTracker.cs

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// 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.
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#nullable disable
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using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Screens.Play;
using osuTK;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
public class SpinnerRotationTracker : CircularContainer
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{
public override bool IsPresent => true; // handle input when hidden
private readonly DrawableSpinner drawableSpinner;
public SpinnerRotationTracker(DrawableSpinner drawableSpinner)
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{
this.drawableSpinner = drawableSpinner;
drawableSpinner.HitObjectApplied += resetState;
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RelativeSizeAxes = Axes.Both;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public bool Tracking { get; set; }
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/// <summary>
/// Whether the spinning is spinning at a reasonable speed to be considered visually spinning.
/// </summary>
public readonly BindableBool IsSpinning = new BindableBool();
/// <summary>
/// Whether currently in the correct time range to allow spinning.
/// </summary>
private bool isSpinnableTime => drawableSpinner.HitObject.StartTime <= Time.Current && drawableSpinner.HitObject.EndTime > Time.Current;
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
mousePosition = Parent.ToLocalSpace(e.ScreenSpaceMousePosition);
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return base.OnMouseMove(e);
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}
private Vector2 mousePosition;
private float lastAngle;
private float currentRotation;
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private bool rotationTransferred;
[Resolved(canBeNull: true)]
private GameplayClock gameplayClock { get; set; }
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protected override void Update()
{
base.Update();
float thisAngle = -MathUtils.RadiansToDegrees(MathF.Atan2(mousePosition.X - DrawSize.X / 2, mousePosition.Y - DrawSize.Y / 2));
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float delta = thisAngle - lastAngle;
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if (Tracking)
AddRotation(delta);
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lastAngle = thisAngle;
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IsSpinning.Value = isSpinnableTime && Math.Abs(currentRotation / 2 - Rotation) > 5f;
Rotation = (float)Interpolation.Damp(Rotation, currentRotation / 2, 0.99, Math.Abs(Time.Elapsed));
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}
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/// <summary>
/// Rotate the disc by the provided angle (in addition to any existing rotation).
/// </summary>
/// <remarks>
/// Will be a no-op if not a valid time to spin.
/// </remarks>
/// <param name="angle">The delta angle.</param>
public void AddRotation(float angle)
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{
if (!isSpinnableTime)
return;
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if (!rotationTransferred)
{
currentRotation = Rotation * 2;
rotationTransferred = true;
}
if (angle > 180)
{
lastAngle += 360;
angle -= 360;
}
else if (-angle > 180)
{
lastAngle -= 360;
angle += 360;
}
currentRotation += angle;
// rate has to be applied each frame, because it's not guaranteed to be constant throughout playback
// (see: ModTimeRamp)
drawableSpinner.Result.RateAdjustedRotation += (float)(Math.Abs(angle) * (gameplayClock?.TrueGameplayRate ?? Clock.Rate));
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}
private void resetState(DrawableHitObject obj)
{
Tracking = false;
IsSpinning.Value = false;
mousePosition = default;
lastAngle = currentRotation = Rotation = 0;
rotationTransferred = false;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (drawableSpinner != null)
drawableSpinner.HitObjectApplied -= resetState;
}
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}
}