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mirror of https://github.com/ppy/osu.git synced 2024-12-13 08:32:57 +08:00

Move touch input drum to own file for now

This commit is contained in:
Dean Herbert 2022-07-22 16:08:57 +09:00
parent b884ed2a3d
commit 7015cf0b1b
3 changed files with 197 additions and 15 deletions

View File

@ -3,6 +3,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
@ -25,10 +26,10 @@ namespace osu.Game.Rulesets.Taiko.UI
// The percent of the drum that extends past the bottom of the screen (set to 0.0f to show the full drum)
private const float offscreen_percent = 0.35f;
private readonly InputDrum touchInputDrum;
private readonly TouchInputDrum touchInputDrum;
private readonly Circle drumBackground;
private KeyBindingContainer<TaikoAction> keyBindingContainer;
private KeyBindingContainer<TaikoAction> keyBindingContainer = null!;
// Which Taiko action was pressed by the last OnMouseDown event, so that the corresponding action can be released OnMouseUp even if the cursor position moved
private TaikoAction mouseAction;
@ -62,7 +63,7 @@ namespace osu.Game.Rulesets.Taiko.UI
FillMode = FillMode.Fit,
Alpha = 0.9f,
},
touchInputDrum = new InputDrum
touchInputDrum = new TouchInputDrum
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@ -84,7 +85,10 @@ namespace osu.Game.Rulesets.Taiko.UI
[BackgroundDependencyLoader]
private void load(TaikoInputManager taikoInputManager, OsuColour colours)
{
keyBindingContainer = taikoInputManager?.KeyBindingContainer;
Debug.Assert(taikoInputManager?.KeyBindingContainer != null);
keyBindingContainer = taikoInputManager.KeyBindingContainer;
drumBackground.Colour = colours.Gray0;
}

View File

@ -12,7 +12,6 @@ using osu.Framework.Graphics.Textures;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Screens.Ranking;
using osu.Game.Skinning;
using osuTK;
@ -24,7 +23,6 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary>
internal class InputDrum : Container
{
public float CentreSize = 0.7f;
private const float middle_split = 0.025f;
public InputDrum()
@ -64,7 +62,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Scale = new Vector2(0.9f),
Children = new[]
{
new TaikoHalfDrum(false, CentreSize)
new TaikoHalfDrum(false)
{
Name = "Left Half",
Anchor = Anchor.Centre,
@ -75,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
RimAction = TaikoAction.LeftRim,
CentreAction = TaikoAction.LeftCentre
},
new TaikoHalfDrum(true, CentreSize)
new TaikoHalfDrum(true)
{
Name = "Right Half",
Anchor = Anchor.Centre,
@ -110,9 +108,6 @@ namespace osu.Game.Rulesets.Taiko.UI
private readonly Sprite centre;
private readonly Sprite centreHit;
[Resolved]
private DrumSampleTriggerSource sampleTriggerSource { get; set; }
public TaikoHalfDrum(bool flipped)
{
Masking = true;
@ -173,15 +168,11 @@ namespace osu.Game.Rulesets.Taiko.UI
{
target = centreHit;
back = centre;
sampleTriggerSource.Play(HitType.Centre);
}
else if (e.Action == RimAction)
{
target = rimHit;
back = rim;
sampleTriggerSource.Play(HitType.Rim);
}
if (target != null)

View File

@ -0,0 +1,187 @@
// 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.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.UI
{
/// <summary>
/// A component of the playfield that captures input and displays input as a drum.
/// </summary>
internal class TouchInputDrum : Container
{
public float CentreSize = 0.7f;
private const float middle_split = 0.025f;
public TouchInputDrum()
{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
Children = new Drawable[]
{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new Container
{
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Scale = new Vector2(0.9f),
Children = new Drawable[]
{
new TaikoHalfDrum(false, CentreSize)
{
Name = "Left Half",
Anchor = Anchor.Centre,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.X,
X = -middle_split / 2,
RimAction = TaikoAction.LeftRim,
CentreAction = TaikoAction.LeftCentre
},
new TaikoHalfDrum(true, CentreSize)
{
Name = "Right Half",
Anchor = Anchor.Centre,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.X,
X = middle_split / 2,
RimAction = TaikoAction.RightRim,
CentreAction = TaikoAction.RightCentre
}
}
})
};
}
/// <summary>
/// A half-drum. Contains one centre and one rim hit.
/// </summary>
private class TaikoHalfDrum : 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;
private readonly Sprite rim;
private readonly Sprite rimHit;
private readonly Sprite centre;
private readonly Sprite centreHit;
public TaikoHalfDrum(bool flipped, float centreSize)
{
Masking = true;
Children = new Drawable[]
{
rim = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both
},
rimHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
Blending = BlendingParameters.Additive,
},
centre = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(centreSize)
},
centreHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(centreSize),
Alpha = 0,
Blending = BlendingParameters.Additive
}
};
}
[BackgroundDependencyLoader]
private void load(TextureStore textures, OsuColour colours)
{
rim.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer");
rimHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer-hit");
centre.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner");
centreHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner-hit");
rimHit.Colour = colours.Blue;
centreHit.Colour = colours.Pink;
}
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
{
Drawable target = null;
Drawable back = null;
if (e.Action == CentreAction)
{
target = centreHit;
back = centre;
}
else if (e.Action == RimAction)
{
target = rimHit;
back = rim;
}
if (target != null)
{
const float scale_amount = 0.05f;
const float alpha_amount = 0.5f;
const float down_time = 40;
const float up_time = 1000;
back.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint)
.Then()
.ScaleTo(1, up_time, Easing.OutQuint);
target.Animate(
t => t.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint),
t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.OutQuint)
).Then(
t => t.ScaleTo(1, up_time, Easing.OutQuint),
t => t.FadeOut(up_time, Easing.OutQuint)
);
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
{
}
}
}
}