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osu-lazer/osu.Game/Graphics/Containers/ParallaxContainer.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
using System;
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using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics;
using osu.Framework.Input;
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using osuTK;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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using osu.Framework.Utils;
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namespace osu.Game.Graphics.Containers
{
public class ParallaxContainer : Container, IRequireHighFrequencyMousePosition
{
public const float DEFAULT_PARALLAX_AMOUNT = 0.02f;
/// <summary>
/// The amount of parallax movement. Negative values will reverse the direction of parallax relative to user input.
/// </summary>
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public float ParallaxAmount = DEFAULT_PARALLAX_AMOUNT;
private Bindable<bool> parallaxEnabled;
private const float parallax_duration = 100;
private bool firstUpdate = true;
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public ParallaxContainer()
{
RelativeSizeAxes = Axes.Both;
AddInternal(content = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
});
}
private readonly Container content;
private InputManager input;
protected override Container<Drawable> Content => content;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
parallaxEnabled = config.GetBindable<bool>(OsuSetting.MenuParallax);
parallaxEnabled.ValueChanged += delegate
{
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if (!parallaxEnabled.Value)
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{
content.MoveTo(Vector2.Zero, firstUpdate ? 0 : 1000, Easing.OutQuint);
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content.Scale = new Vector2(1 + Math.Abs(ParallaxAmount));
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}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
input = GetContainingInputManager();
}
protected override void Update()
{
base.Update();
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if (parallaxEnabled.Value)
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{
Vector2 offset = Vector2.Zero;
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if (input.CurrentState.Mouse != null)
{
var sizeDiv2 = DrawSize / 2;
Vector2 relativeAmount = ToLocalSpace(input.CurrentState.Mouse.Position) - sizeDiv2;
const float base_factor = 0.999f;
relativeAmount.X = (float)(Math.Sign(relativeAmount.X) * Interpolation.Damp(0, 1, base_factor, Math.Abs(relativeAmount.X)));
relativeAmount.Y = (float)(Math.Sign(relativeAmount.Y) * Interpolation.Damp(0, 1, base_factor, Math.Abs(relativeAmount.Y)));
offset = relativeAmount * sizeDiv2 * ParallaxAmount;
}
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double elapsed = Math.Clamp(Clock.ElapsedFrameTime, 0, parallax_duration);
content.Position = Interpolation.ValueAt(elapsed, content.Position, offset, 0, parallax_duration, Easing.OutQuint);
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content.Scale = Interpolation.ValueAt(elapsed, content.Scale, new Vector2(1 + Math.Abs(ParallaxAmount)), 0, 1000, Easing.OutQuint);
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}
firstUpdate = false;
}
}
}