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mirror of https://github.com/ppy/osu.git synced 2024-12-14 20:03:22 +08:00

Merge remote-tracking branch 'origin/master' into dho-apply

This commit is contained in:
smoogipoo 2019-10-21 13:47:44 +09:00
commit 6afc27b1bd
4 changed files with 68 additions and 47 deletions

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@ -16,6 +16,11 @@ namespace osu.Android
protected override void OnCreate(Bundle savedInstanceState)
{
// The default current directory on android is '/'.
// On some devices '/' maps to the app data directory. On others it maps to the root of the internal storage.
// In order to have a consistent current directory on all devices the full path of the app data directory is set as the current directory.
System.Environment.CurrentDirectory = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal);
base.OnCreate(savedInstanceState);
Window.AddFlags(WindowManagerFlags.Fullscreen);

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@ -2,14 +2,11 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Osu.Skinning;
using osu.Game.Skinning;
using osuTK;
@ -23,12 +20,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private bool cursorExpand;
private Bindable<float> cursorScale;
private Bindable<bool> autoCursorScale;
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
private Container expandTarget;
private Drawable scaleTarget;
public OsuCursor()
{
@ -43,43 +35,19 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, IBindable<WorkingBeatmap> beatmap)
private void load()
{
InternalChild = expandTarget = new Container
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Child = scaleTarget = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.Cursor), _ => new DefaultCursor(), confineMode: ConfineMode.NoScaling)
Child = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.Cursor), _ => new DefaultCursor(), confineMode: ConfineMode.NoScaling)
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
}
};
this.beatmap.BindTo(beatmap);
this.beatmap.ValueChanged += _ => calculateScale();
cursorScale = config.GetBindable<float>(OsuSetting.GameplayCursorSize);
cursorScale.ValueChanged += _ => calculateScale();
autoCursorScale = config.GetBindable<bool>(OsuSetting.AutoCursorSize);
autoCursorScale.ValueChanged += _ => calculateScale();
calculateScale();
}
private void calculateScale()
{
float scale = cursorScale.Value;
if (autoCursorScale.Value && beatmap.Value != null)
{
// if we have a beatmap available, let's get its circle size to figure out an automatic cursor scale modifier.
scale *= 1f - 0.7f * (1f + beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize - BeatmapDifficulty.DEFAULT_DIFFICULTY) / BeatmapDifficulty.DEFAULT_DIFFICULTY;
}
scaleTarget.Scale = new Vector2(scale);
}
private const float pressed_scale = 1.2f;

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@ -8,6 +8,8 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input.Bindings;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Osu.Configuration;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
@ -27,6 +29,11 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
private readonly Drawable cursorTrail;
public Bindable<float> CursorScale;
private Bindable<float> userCursorScale;
private Bindable<bool> autoCursorScale;
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
public OsuCursorContainer()
{
InternalChild = fadeContainer = new Container
@ -37,9 +44,36 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
}
[BackgroundDependencyLoader(true)]
private void load(OsuRulesetConfigManager config)
private void load(OsuConfigManager config, OsuRulesetConfigManager rulesetConfig, IBindable<WorkingBeatmap> beatmap)
{
config?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
rulesetConfig?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
this.beatmap.BindTo(beatmap);
this.beatmap.ValueChanged += _ => calculateScale();
userCursorScale = config.GetBindable<float>(OsuSetting.GameplayCursorSize);
userCursorScale.ValueChanged += _ => calculateScale();
autoCursorScale = config.GetBindable<bool>(OsuSetting.AutoCursorSize);
autoCursorScale.ValueChanged += _ => calculateScale();
CursorScale = new Bindable<float>();
CursorScale.ValueChanged += e => ActiveCursor.Scale = cursorTrail.Scale = new Vector2(e.NewValue);
calculateScale();
}
private void calculateScale()
{
float scale = userCursorScale.Value;
if (autoCursorScale.Value && beatmap.Value != null)
{
// if we have a beatmap available, let's get its circle size to figure out an automatic cursor scale modifier.
scale *= 1f - 0.7f * (1f + beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize - BeatmapDifficulty.DEFAULT_DIFFICULTY) / BeatmapDifficulty.DEFAULT_DIFFICULTY;
}
CursorScale.Value = scale;
}
protected override void LoadComplete()
@ -95,13 +129,13 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
protected override void PopIn()
{
fadeContainer.FadeTo(1, 300, Easing.OutQuint);
ActiveCursor.ScaleTo(1, 400, Easing.OutQuint);
ActiveCursor.ScaleTo(CursorScale.Value, 400, Easing.OutQuint);
}
protected override void PopOut()
{
fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
ActiveCursor.ScaleTo(CursorScale.Value * 0.8f, 450, Easing.OutQuint);
}
private class DefaultCursorTrail : CursorTrail

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@ -1,15 +1,15 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// 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.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osuTK;
using osuTK.Graphics;
@ -18,9 +18,11 @@ namespace osu.Game.Rulesets.Osu.UI
{
public class OsuResumeOverlay : ResumeOverlay
{
private Container cursorScaleContainer;
private OsuClickToResumeCursor clickToResumeCursor;
private GameplayCursorContainer localCursorContainer;
private OsuCursorContainer localCursorContainer;
private Bindable<float> localCursorScale;
public override CursorContainer LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null;
@ -29,22 +31,35 @@ namespace osu.Game.Rulesets.Osu.UI
[BackgroundDependencyLoader]
private void load()
{
Add(clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume });
Add(cursorScaleContainer = new Container
{
RelativePositionAxes = Axes.Both,
Child = clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume }
});
}
public override void Show()
{
base.Show();
clickToResumeCursor.ShowAt(GameplayCursor.ActiveCursor.Position);
GameplayCursor.ActiveCursor.Hide();
cursorScaleContainer.MoveTo(GameplayCursor.ActiveCursor.Position);
clickToResumeCursor.Appear();
if (localCursorContainer == null)
{
Add(localCursorContainer = new OsuCursorContainer());
localCursorScale = new Bindable<float>();
localCursorScale.BindTo(localCursorContainer.CursorScale);
localCursorScale.BindValueChanged(scale => cursorScaleContainer.Scale = new Vector2(scale.NewValue), true);
}
}
public override void Hide()
{
localCursorContainer?.Expire();
localCursorContainer = null;
GameplayCursor.ActiveCursor.Show();
base.Hide();
}
@ -82,7 +97,7 @@ namespace osu.Game.Rulesets.Osu.UI
case OsuAction.RightButton:
if (!IsHovered) return false;
this.ScaleTo(new Vector2(2), TRANSITION_TIME, Easing.OutQuint);
this.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
ResumeRequested?.Invoke();
return true;
@ -93,11 +108,10 @@ namespace osu.Game.Rulesets.Osu.UI
public bool OnReleased(OsuAction action) => false;
public void ShowAt(Vector2 activeCursorPosition) => Schedule(() =>
public void Appear() => Schedule(() =>
{
updateColour();
this.MoveTo(activeCursorPosition);
this.ScaleTo(new Vector2(4)).Then().ScaleTo(Vector2.One, 1000, Easing.OutQuint);
this.ScaleTo(4).Then().ScaleTo(1, 1000, Easing.OutQuint);
});
private void updateColour()