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