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osu-lazer/osu.Game.Rulesets.Mania/Skinning/LegacyColumnBackground.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 JetBrains.Annotations;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Mania.Skinning
{
public class LegacyColumnBackground : LegacyManiaColumnElement, IKeyBindingHandler<ManiaAction>
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{
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
private readonly bool isLastColumn;
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[CanBeNull]
private readonly LegacyStageBackground stageBackground;
private Container hitTargetContainer;
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private Container lightContainer;
private Sprite light;
private Drawable hitTarget;
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private float hitPosition;
public LegacyColumnBackground(bool isLastColumn, [CanBeNull] LegacyStageBackground stageBackground)
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{
this.isLastColumn = isLastColumn;
this.stageBackground = stageBackground;
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RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin, IScrollingInfo scrollingInfo)
{
string lightImage = skin.GetManiaSkinConfig<string>(LegacyManiaSkinConfigurationLookups.LightImage)?.Value
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?? "mania-stage-light";
float leftLineWidth = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.LeftLineWidth)
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?.Value ?? 1;
float rightLineWidth = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.RightLineWidth)
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?.Value ?? 1;
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bool hasLeftLine = leftLineWidth > 0;
bool hasRightLine = rightLineWidth > 0 && skin.GetConfig<LegacySkinConfiguration.LegacySetting, decimal>(LegacySkinConfiguration.LegacySetting.Version)?.Value >= 2.4m
|| isLastColumn;
bool hasHitTarget = Column.Index == 0 || stageBackground == null;
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hitPosition = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.HitPosition)?.Value
?? Stage.HIT_TARGET_POSITION;
float lightPosition = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.LightPosition)?.Value
?? 0;
Color4 lineColour = GetColumnSkinConfig<Color4>(skin, LegacyManiaSkinConfigurationLookups.ColumnLineColour)?.Value
?? Color4.White;
Color4 backgroundColour = GetColumnSkinConfig<Color4>(skin, LegacyManiaSkinConfigurationLookups.ColumnBackgroundColour)?.Value
?? Color4.Black;
Color4 lightColour = GetColumnSkinConfig<Color4>(skin, LegacyManiaSkinConfigurationLookups.ColumnLightColour)?.Value
?? Color4.White;
Drawable background;
InternalChildren = new[]
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{
background = new Box
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{
RelativeSizeAxes = Axes.Both,
Colour = backgroundColour
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},
hitTargetContainer = new Container
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{
RelativeSizeAxes = Axes.Both,
Children = new[]
{
// In legacy skins, the hit target takes on the full stage size and is sandwiched between the column background and the column light.
// To simulate this effect in lazer's hierarchy, the hit target is added to the first column's background and manually extended to the full size of the stage.
// Adding to the first columns allows depth issues to be resolved - if it were added to the last column, the previous column lights would appear below it.
// This still means that the hit target will appear below the next column backgrounds, but that's a much easier problem to solve by proxying the backgrounds below.
hitTarget = new LegacyHitTarget
{
RelativeSizeAxes = Axes.Y,
Alpha = hasHitTarget ? 1 : 0
},
new Box
{
RelativeSizeAxes = Axes.Y,
Width = leftLineWidth,
Scale = new Vector2(0.740f, 1),
Colour = lineColour,
Alpha = hasLeftLine ? 1 : 0
},
new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
RelativeSizeAxes = Axes.Y,
Width = rightLineWidth,
Scale = new Vector2(0.740f, 1),
Colour = lineColour,
Alpha = hasRightLine ? 1 : 0
}
}
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},
lightContainer = new Container
{
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Bottom = lightPosition },
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Child = light = new Sprite
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Colour = lightColour,
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Texture = skin.GetTexture(lightImage),
RelativeSizeAxes = Axes.X,
Width = 1,
Alpha = 0
}
}
};
// Resolve depth issues with the hit target appearing under the next column backgrounds by proxying to the stage background (always below the columns).
stageBackground?.AddColumnBackground(background.CreateProxy());
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direction.BindTo(scrollingInfo.Direction);
direction.BindValueChanged(onDirectionChanged, true);
}
private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
{
if (direction.NewValue == ScrollingDirection.Up)
{
lightContainer.Anchor = Anchor.TopCentre;
lightContainer.Scale = new Vector2(1, -1);
hitTargetContainer.Padding = new MarginPadding { Top = hitPosition };
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}
else
{
lightContainer.Anchor = Anchor.BottomCentre;
lightContainer.Scale = Vector2.One;
hitTargetContainer.Padding = new MarginPadding { Bottom = hitPosition };
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}
}
protected override void Update()
{
base.Update();
hitTarget.Width = stageBackground?.DrawWidth ?? DrawWidth;
}
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public bool OnPressed(ManiaAction action)
{
if (action == Column.Action.Value)
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{
light.FadeIn();
light.ScaleTo(Vector2.One);
}
return false;
}
public void OnReleased(ManiaAction action)
{
// Todo: Should be 400 * 100 / CurrentBPM
const double animation_length = 250;
if (action == Column.Action.Value)
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{
light.FadeTo(0, animation_length);
light.ScaleTo(new Vector2(1, 0), animation_length);
}
}
}
}