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https://github.com/ppy/osu.git
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Merge remote-tracking branch 'origin/master' into dho-apply
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commit
6afc27b1bd
@ -16,6 +16,11 @@ namespace osu.Android
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protected override void OnCreate(Bundle savedInstanceState)
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{
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// The default current directory on android is '/'.
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// On some devices '/' maps to the app data directory. On others it maps to the root of the internal storage.
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// 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.
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System.Environment.CurrentDirectory = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal);
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base.OnCreate(savedInstanceState);
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Window.AddFlags(WindowManagerFlags.Fullscreen);
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@ -2,14 +2,11 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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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.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Skinning;
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using osuTK;
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@ -23,12 +20,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private bool cursorExpand;
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private Bindable<float> cursorScale;
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private Bindable<bool> autoCursorScale;
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private Container expandTarget;
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private Drawable scaleTarget;
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public OsuCursor()
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{
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@ -43,43 +35,19 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, IBindable<WorkingBeatmap> beatmap)
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private void load()
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{
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InternalChild = expandTarget = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Child = scaleTarget = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.Cursor), _ => new DefaultCursor(), confineMode: ConfineMode.NoScaling)
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Child = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.Cursor), _ => new DefaultCursor(), confineMode: ConfineMode.NoScaling)
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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}
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};
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this.beatmap.BindTo(beatmap);
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this.beatmap.ValueChanged += _ => calculateScale();
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cursorScale = config.GetBindable<float>(OsuSetting.GameplayCursorSize);
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cursorScale.ValueChanged += _ => calculateScale();
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autoCursorScale = config.GetBindable<bool>(OsuSetting.AutoCursorSize);
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autoCursorScale.ValueChanged += _ => calculateScale();
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calculateScale();
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}
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private void calculateScale()
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{
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float scale = cursorScale.Value;
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if (autoCursorScale.Value && beatmap.Value != null)
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{
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// if we have a beatmap available, let's get its circle size to figure out an automatic cursor scale modifier.
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scale *= 1f - 0.7f * (1f + beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize - BeatmapDifficulty.DEFAULT_DIFFICULTY) / BeatmapDifficulty.DEFAULT_DIFFICULTY;
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}
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scaleTarget.Scale = new Vector2(scale);
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}
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private const float pressed_scale = 1.2f;
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@ -8,6 +8,8 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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@ -27,6 +29,11 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private readonly Drawable cursorTrail;
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public Bindable<float> CursorScale;
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private Bindable<float> userCursorScale;
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private Bindable<bool> autoCursorScale;
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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public OsuCursorContainer()
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{
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InternalChild = fadeContainer = new Container
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@ -37,9 +44,36 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuRulesetConfigManager config)
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private void load(OsuConfigManager config, OsuRulesetConfigManager rulesetConfig, IBindable<WorkingBeatmap> beatmap)
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{
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config?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
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rulesetConfig?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
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this.beatmap.BindTo(beatmap);
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this.beatmap.ValueChanged += _ => calculateScale();
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userCursorScale = config.GetBindable<float>(OsuSetting.GameplayCursorSize);
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userCursorScale.ValueChanged += _ => calculateScale();
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autoCursorScale = config.GetBindable<bool>(OsuSetting.AutoCursorSize);
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autoCursorScale.ValueChanged += _ => calculateScale();
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CursorScale = new Bindable<float>();
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CursorScale.ValueChanged += e => ActiveCursor.Scale = cursorTrail.Scale = new Vector2(e.NewValue);
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calculateScale();
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}
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private void calculateScale()
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{
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float scale = userCursorScale.Value;
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if (autoCursorScale.Value && beatmap.Value != null)
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{
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// if we have a beatmap available, let's get its circle size to figure out an automatic cursor scale modifier.
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scale *= 1f - 0.7f * (1f + beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize - BeatmapDifficulty.DEFAULT_DIFFICULTY) / BeatmapDifficulty.DEFAULT_DIFFICULTY;
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}
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CursorScale.Value = scale;
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}
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protected override void LoadComplete()
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@ -95,13 +129,13 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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protected override void PopIn()
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{
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fadeContainer.FadeTo(1, 300, Easing.OutQuint);
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ActiveCursor.ScaleTo(1, 400, Easing.OutQuint);
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ActiveCursor.ScaleTo(CursorScale.Value, 400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
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ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
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ActiveCursor.ScaleTo(CursorScale.Value * 0.8f, 450, Easing.OutQuint);
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}
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private class DefaultCursorTrail : CursorTrail
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@ -1,15 +1,15 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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.Bindables;
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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.Cursor;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK.Graphics;
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@ -18,9 +18,11 @@ namespace osu.Game.Rulesets.Osu.UI
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{
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public class OsuResumeOverlay : ResumeOverlay
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{
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private Container cursorScaleContainer;
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private OsuClickToResumeCursor clickToResumeCursor;
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private GameplayCursorContainer localCursorContainer;
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private OsuCursorContainer localCursorContainer;
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private Bindable<float> localCursorScale;
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public override CursorContainer LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null;
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@ -29,22 +31,35 @@ namespace osu.Game.Rulesets.Osu.UI
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume });
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Add(cursorScaleContainer = new Container
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{
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RelativePositionAxes = Axes.Both,
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Child = clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume }
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});
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}
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public override void Show()
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{
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base.Show();
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clickToResumeCursor.ShowAt(GameplayCursor.ActiveCursor.Position);
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GameplayCursor.ActiveCursor.Hide();
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cursorScaleContainer.MoveTo(GameplayCursor.ActiveCursor.Position);
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clickToResumeCursor.Appear();
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if (localCursorContainer == null)
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{
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Add(localCursorContainer = new OsuCursorContainer());
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localCursorScale = new Bindable<float>();
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localCursorScale.BindTo(localCursorContainer.CursorScale);
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localCursorScale.BindValueChanged(scale => cursorScaleContainer.Scale = new Vector2(scale.NewValue), true);
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}
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}
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public override void Hide()
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{
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localCursorContainer?.Expire();
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localCursorContainer = null;
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GameplayCursor.ActiveCursor.Show();
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base.Hide();
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}
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@ -82,7 +97,7 @@ namespace osu.Game.Rulesets.Osu.UI
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case OsuAction.RightButton:
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if (!IsHovered) return false;
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this.ScaleTo(new Vector2(2), TRANSITION_TIME, Easing.OutQuint);
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this.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
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ResumeRequested?.Invoke();
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return true;
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@ -93,11 +108,10 @@ namespace osu.Game.Rulesets.Osu.UI
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public bool OnReleased(OsuAction action) => false;
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public void ShowAt(Vector2 activeCursorPosition) => Schedule(() =>
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public void Appear() => Schedule(() =>
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{
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updateColour();
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this.MoveTo(activeCursorPosition);
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this.ScaleTo(new Vector2(4)).Then().ScaleTo(Vector2.One, 1000, Easing.OutQuint);
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this.ScaleTo(4).Then().ScaleTo(1, 1000, Easing.OutQuint);
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});
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private void updateColour()
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