2020-04-03 17:23:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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2021-09-16 17:26:12 +08:00
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using osu.Framework.Input.Events;
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2020-04-03 17:23:03 +08:00
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using osu.Game.Skinning;
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using osuTK;
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2020-12-07 11:30:25 +08:00
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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2020-04-03 17:23:03 +08:00
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{
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/// <summary>
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/// A component of the playfield that captures input and displays input as a drum.
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/// </summary>
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internal partial class LegacyInputDrum : Container
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{
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2022-11-02 16:07:19 +08:00
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private Container content = null!;
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private LegacyHalfDrum left = null!;
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private LegacyHalfDrum right = null!;
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public LegacyInputDrum()
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{
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RelativeSizeAxes = Axes.Y;
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AutoSizeAxes = Axes.X;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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Child = content = new Container
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{
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Size = new Vector2(180, 200),
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Children = new Drawable[]
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{
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new Sprite
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{
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Texture = skin.GetTexture("taiko-bar-left")
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},
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left = new LegacyHalfDrum(false)
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{
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Name = "Left Half",
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RelativeSizeAxes = Axes.Both,
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RimAction = TaikoAction.LeftRim,
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CentreAction = TaikoAction.LeftCentre
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},
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right = new LegacyHalfDrum(true)
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{
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Name = "Right Half",
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.TopRight,
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Scale = new Vector2(-1, 1),
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RimAction = TaikoAction.RightRim,
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CentreAction = TaikoAction.RightCentre
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}
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}
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};
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// this will be used in the future for stable skin alignment. keeping here for reference.
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const float taiko_bar_y = 0;
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// stable things
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const float ratio = 1.6f;
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// because the right half is flipped, we need to position using width - position to get the true "topleft" origin position
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float negativeScaleAdjust = content.Width / ratio;
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2021-10-22 13:41:59 +08:00
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if (skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value >= 2.1m)
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{
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left.Centre.Position = new Vector2(0, taiko_bar_y) * ratio;
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right.Centre.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio;
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left.Rim.Position = new Vector2(0, taiko_bar_y) * ratio;
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right.Rim.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio;
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}
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else
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{
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left.Centre.Position = new Vector2(18, taiko_bar_y + 31) * ratio;
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right.Centre.Position = new Vector2(negativeScaleAdjust - 54, taiko_bar_y + 31) * ratio;
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left.Rim.Position = new Vector2(8, taiko_bar_y + 23) * ratio;
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right.Rim.Position = new Vector2(negativeScaleAdjust - 53, taiko_bar_y + 23) * ratio;
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}
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}
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protected override void Update()
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{
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base.Update();
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// Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements.
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// This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement.
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content.Scale = new Vector2(DrawHeight / content.Size.Y);
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}
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/// <summary>
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/// A half-drum. Contains one centre and one rim hit.
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/// </summary>
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private partial class LegacyHalfDrum : Container, IKeyBindingHandler<TaikoAction>
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{
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/// <summary>
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/// The key to be used for the rim of the half-drum.
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/// </summary>
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public TaikoAction RimAction;
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/// <summary>
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/// The key to be used for the centre of the half-drum.
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/// </summary>
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public TaikoAction CentreAction;
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public readonly Sprite Rim;
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public readonly Sprite Centre;
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public LegacyHalfDrum(bool flipped)
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{
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Masking = true;
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Children = new Drawable[]
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{
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Rim = new Sprite
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{
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Scale = new Vector2(-1, 1),
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Origin = flipped ? Anchor.TopLeft : Anchor.TopRight,
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Alpha = 0,
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},
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Centre = new Sprite
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{
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Alpha = 0,
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Origin = flipped ? Anchor.TopRight : Anchor.TopLeft,
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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Rim.Texture = skin.GetTexture(@"taiko-drum-outer");
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Centre.Texture = skin.GetTexture(@"taiko-drum-inner");
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}
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public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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Drawable? target = null;
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if (e.Action == CentreAction)
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{
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target = Centre;
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}
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else if (e.Action == RimAction)
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{
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target = Rim;
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}
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if (target != null)
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{
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const float alpha_amount = 1;
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const float down_time = 80;
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const float up_time = 50;
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target.Animate(
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t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.Out)
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).Delay(100).Then(
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t => t.FadeOut(up_time)
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);
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
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{
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}
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}
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}
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}
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