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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/SliderBall.cs

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C#
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input;
using OpenTK;
using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public class SliderBall : CircularContainer, ISliderProgress
{
private const float width = 128;
private Color4 accentColour = Color4.Black;
/// <summary>
/// The colour that is used for the slider ball.
/// </summary>
public Color4 AccentColour
{
get { return accentColour; }
set
{
accentColour = value;
if (ball != null)
ball.Colour = value;
}
}
private readonly Slider slider;
private readonly Box follow;
private readonly Box ball;
public SliderBall(Slider slider)
{
this.slider = slider;
Masking = true;
AutoSizeAxes = Axes.Both;
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Blending = BlendingMode.Additive;
Origin = Anchor.Centre;
BorderThickness = 10;
BorderColour = Color4.Orange;
Children = new Drawable[]
{
follow = new Box
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Colour = Color4.Orange,
Width = width,
Height = width,
Alpha = 0,
},
new CircularContainer
{
Masking = true,
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
BorderThickness = 10,
BorderColour = Color4.White,
Alpha = 1,
Children = new[]
{
ball = new Box
{
Colour = AccentColour,
Alpha = 0.4f,
Width = width,
Height = width,
},
}
}
};
}
private InputState lastState;
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
lastState = state;
return base.OnMouseDown(state, args);
}
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
{
lastState = state;
return base.OnMouseUp(state, args);
}
protected override bool OnMouseMove(InputState state)
{
lastState = state;
return base.OnMouseMove(state);
}
// If the current time is between the start and end of the slider, we should track mouse input regardless of the cursor position.
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => canCurrentlyTrack || base.ReceiveMouseInputAt(screenSpacePos);
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
{
// Consider the case of rewinding - children's transforms are handled internally, so propagating down
// any further will cause weirdness with the Tracking bool below. Let's not propagate further at this point.
base.ClearTransformsAfter(time, false, targetMember);
}
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private bool tracking;
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public bool Tracking
{
get { return tracking; }
private set
{
if (value == tracking)
return;
tracking = value;
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follow.ScaleTo(tracking ? 2.8f : 1, 300, Easing.OutQuint);
follow.FadeTo(tracking ? 0.2f : 0, 300, Easing.OutQuint);
}
}
private bool canCurrentlyTrack => Time.Current >= slider.StartTime && Time.Current < slider.EndTime;
protected override void Update()
{
base.Update();
// Make sure to use the base version of ReceiveMouseInputAt so that we correctly check the position.
Tracking = canCurrentlyTrack
&& lastState != null
&& base.ReceiveMouseInputAt(lastState.Mouse.NativeState.Position)
&& ((Parent as DrawableSlider)?.OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
}
public void UpdateProgress(double progress, int repeat)
{
Position = slider.Curve.PositionAt(progress);
}
}
}