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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.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.
using System;
using osu.Framework.Extensions.Color4Extensions;
using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Skinning;
using osu.Game.Utils;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public partial class LegacySliderBody : PlaySliderBody
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{
protected override DrawableSliderPath CreateSliderPath() => new LegacyDrawableSliderPath();
protected override Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour)
{
// legacy skins use a constant value for slider track alpha, regardless of the source colour.
return base.GetBodyAccentColour(skin, hitObjectAccentColour).Opacity(0.7f);
}
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private partial class LegacyDrawableSliderPath : DrawableSliderPath
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{
private const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS);
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protected new float CalculatedBorderPortion
// Roughly matches osu!stable's slider border portions.
=> base.CalculatedBorderPortion * 0.77f;
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protected override Color4 ColourAt(float position)
{
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float realBorderPortion = shadow_portion + CalculatedBorderPortion;
float realGradientPortion = 1 - realBorderPortion;
if (position <= shadow_portion)
return new Color4(0f, 0f, 0f, 0.25f * position / shadow_portion);
if (position <= realBorderPortion)
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return BorderColour;
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position -= realBorderPortion;
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Color4 outerColour = AccentColour.Darken(0.1f);
Color4 innerColour = lighten(AccentColour, 0.5f);
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return LegacyUtils.InterpolateNonLinear(position / realGradientPortion, outerColour, innerColour, 0, 1);
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}
/// <summary>
/// Lightens a colour in a way more friendly to dark or strong colours.
/// </summary>
private static Color4 lighten(Color4 color, float amount)
{
amount *= 0.5f;
return new Color4(
Math.Min(1, color.R * (1 + 0.5f * amount) + 1 * amount),
Math.Min(1, color.G * (1 + 0.5f * amount) + 1 * amount),
Math.Min(1, color.B * (1 + 0.5f * amount) + 1 * amount),
color.A);
}
}
}
}