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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 osu.Framework.Allocation ;
using osu.Framework.Bindables ;
using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Graphics.Textures ;
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using osu.Game.Graphics ;
using osu.Game.Graphics.Sprites ;
using osu.Game.Rulesets.Objects.Drawables ;
using osu.Game.Rulesets.Osu.Objects ;
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using osu.Game.Rulesets.Osu.Objects.Drawables ;
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using osu.Game.Skinning ;
using osuTK ;
using osuTK.Graphics ;
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using static osu . Game . Skinning . LegacySkinConfiguration ;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public class LegacyMainCirclePiece : CompositeDrawable
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{
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private readonly string priorityLookup ;
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private readonly bool hasNumber ;
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public LegacyMainCirclePiece ( string priorityLookup = null , bool hasNumber = true )
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{
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this . priorityLookup = priorityLookup ;
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this . hasNumber = hasNumber ;
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Size = new Vector2 ( OsuHitObject . OBJECT_RADIUS * 2 ) ;
}
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private Container circleSprites ;
private Drawable hitCircleSprite ;
private Drawable hitCircleOverlay ;
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private SkinnableSpriteText hitCircleText ;
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private readonly Bindable < Color4 > accentColour = new Bindable < Color4 > ( ) ;
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private readonly IBindable < int > indexInCurrentCombo = new Bindable < int > ( ) ;
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private readonly IBindable < ArmedState > armedState = new Bindable < ArmedState > ( ) ;
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[Resolved]
private DrawableHitObject drawableObject { get ; set ; }
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[Resolved]
private ISkinSource skin { get ; set ; }
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[BackgroundDependencyLoader]
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private void load ( )
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{
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var drawableOsuObject = ( DrawableOsuHitObject ) drawableObject ;
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bool allowFallback = false ;
// attempt lookup using priority specification
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Texture baseTexture = getTextureWithFallback ( string . Empty ) ;
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// if the base texture was not found without a fallback, switch on fallback mode and re-perform the lookup.
if ( baseTexture = = null )
{
allowFallback = true ;
baseTexture = getTextureWithFallback ( string . Empty ) ;
}
// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
// the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png (potentially from the default/fall-through skin).
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Texture overlayTexture = getTextureWithFallback ( "overlay" ) ;
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InternalChildren = new Drawable [ ]
{
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circleSprites = new Container
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{
Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
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RelativeSizeAxes = Axes . Both ,
Children = new [ ]
{
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hitCircleSprite = new KiaiFlashingSprite
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{
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Texture = baseTexture ,
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Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
} ,
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hitCircleOverlay = new KiaiFlashingSprite
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{
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Texture = overlayTexture ,
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Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
}
}
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} ,
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} ;
if ( hasNumber )
{
AddInternal ( hitCircleText = new SkinnableSpriteText ( new OsuSkinComponent ( OsuSkinComponents . HitCircleText ) , _ = > new OsuSpriteText
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{
Font = OsuFont . Numeric . With ( size : 40 ) ,
UseFullGlyphHeight = false ,
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} , confineMode : ConfineMode . NoScaling )
{
Anchor = Anchor . Centre ,
Origin = Anchor . Centre ,
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} ) ;
}
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bool overlayAboveNumber = skin . GetConfig < OsuSkinConfiguration , bool > ( OsuSkinConfiguration . HitCircleOverlayAboveNumber ) ? . Value ? ? true ;
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if ( overlayAboveNumber )
AddInternal ( hitCircleOverlay . CreateProxy ( ) ) ;
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accentColour . BindTo ( drawableObject . AccentColour ) ;
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indexInCurrentCombo . BindTo ( drawableOsuObject . IndexInCurrentComboBindable ) ;
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armedState . BindTo ( drawableObject . State ) ;
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Texture getTextureWithFallback ( string name )
{
Texture tex = null ;
if ( ! string . IsNullOrEmpty ( priorityLookup ) )
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{
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tex = skin . GetTexture ( $"{priorityLookup}{name}" ) ;
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if ( ! allowFallback )
return tex ;
}
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return tex ? ? skin . GetTexture ( $"hitcircle{name}" ) ;
}
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}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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accentColour . BindValueChanged ( colour = > hitCircleSprite . Colour = LegacyColourCompatibility . DisallowZeroAlpha ( colour . NewValue ) , true ) ;
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if ( hasNumber )
indexInCurrentCombo . BindValueChanged ( index = > hitCircleText . Text = ( index . NewValue + 1 ) . ToString ( ) , true ) ;
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armedState . BindValueChanged ( animate , true ) ;
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}
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private void animate ( ValueChangedEvent < ArmedState > state )
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{
const double legacy_fade_duration = 240 ;
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ClearTransforms ( true ) ;
using ( BeginAbsoluteSequence ( drawableObject . HitStateUpdateTime ) )
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{
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switch ( state . NewValue )
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{
case ArmedState . Hit :
circleSprites . FadeOut ( legacy_fade_duration , Easing . Out ) ;
circleSprites . ScaleTo ( 1.4f , legacy_fade_duration , Easing . Out ) ;
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if ( hasNumber )
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{
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var legacyVersion = skin . GetConfig < LegacySetting , decimal > ( LegacySetting . Version ) ? . Value ;
if ( legacyVersion > = 2.0 m )
// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
hitCircleText . FadeOut ( legacy_fade_duration / 4 , Easing . Out ) ;
else
{
// old skins scale and fade it normally along other pieces.
hitCircleText . FadeOut ( legacy_fade_duration , Easing . Out ) ;
hitCircleText . ScaleTo ( 1.4f , legacy_fade_duration , Easing . Out ) ;
}
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}
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break ;
}
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}
}
}
}