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mirror of https://github.com/ppy/osu.git synced 2025-01-18 10:53:21 +08:00

Add ability for cursor trail to spin

This commit is contained in:
Andrei Zavatski 2025-01-14 21:40:14 +03:00
parent ad14720714
commit 208824e9f4
3 changed files with 20 additions and 4 deletions

View File

@ -34,6 +34,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
private void load(OsuConfigManager config, ISkinSource skinSource)
{
cursorSize = config.GetBindable<float>(OsuSetting.GameplayCursorSize).GetBoundCopy();
Spin = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.CursorTrailRotate)?.Value ?? true;
Texture = skin.GetTexture("cursortrail");

View File

@ -9,6 +9,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
CursorCentre,
CursorExpand,
CursorRotate,
CursorTrailRotate,
HitCircleOverlayAboveNumber,
// ReSharper disable once IdentifierTypo

View File

@ -39,6 +39,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private IShader shader;
private double timeOffset;
private float time;
protected bool Spin { get; set; }
/// <summary>
/// The scale used on creation of a new trail part.
@ -220,6 +221,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private float time;
private float fadeExponent;
private float angle;
private readonly TrailPart[] parts = new TrailPart[max_sprites];
private Vector2 originPosition;
@ -239,6 +241,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
texture = Source.texture;
time = Source.time;
fadeExponent = Source.FadeExponent;
angle = Source.Spin ? time / 10 : 0;
originPosition = Vector2.Zero;
@ -279,6 +282,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
renderer.PushLocalMatrix(DrawInfo.Matrix);
float sin = MathF.Sin(angle);
float cos = MathF.Cos(angle);
foreach (var part in parts)
{
if (part.InvalidationID == -1)
@ -289,7 +295,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y),
Position = rotateAround(new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y), part.Position, sin, cos),
TexturePosition = textureRect.BottomLeft,
TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.BottomLeft.Linear,
@ -298,7 +304,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y),
Position = rotateAround(new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y), part.Position, sin, cos),
TexturePosition = textureRect.BottomRight,
TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.BottomRight.Linear,
@ -307,7 +313,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y),
Position = rotateAround(new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y), part.Position, sin, cos),
TexturePosition = textureRect.TopRight,
TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.TopRight.Linear,
@ -316,7 +322,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
vertexBatch.Add(new TexturedTrailVertex
{
Position = new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y),
Position = rotateAround(new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y), part.Position, sin, cos),
TexturePosition = textureRect.TopLeft,
TextureRect = new Vector4(0, 0, 1, 1),
Colour = DrawColourInfo.Colour.TopLeft.Linear,
@ -330,6 +336,14 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
shader.Unbind();
}
private static Vector2 rotateAround(Vector2 input, Vector2 origin, float sin, float cos)
{
float xTranslated = input.X - origin.X;
float yTranslated = input.Y - origin.Y;
return new Vector2(xTranslated * cos - yTranslated * sin, xTranslated * sin + yTranslated * cos) + origin;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);