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Merge pull request #11975 from frenzibyte/legacy-spinner-placements
Adjust legacy spinner components placements to match osu!stable
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commit
9b5e35565b
@ -37,9 +37,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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AddInternal(scaleContainer = new Container
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{
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Scale = new Vector2(SPRITE_SCALE),
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Anchor = Anchor.Centre,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Y = SPINNER_Y_CENTRE,
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Children = new Drawable[]
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{
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glow = new Sprite
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@ -33,47 +33,38 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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spinnerBlink = source.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.SpinnerNoBlink)?.Value != true;
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AddInternal(new Container
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AddRangeInternal(new Drawable[]
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{
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// the old-style spinner relied heavily on absolute screen-space coordinate values.
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// wrap everything in a container simulating absolute coords to preserve alignment
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// as there are skins that depend on it.
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Width = 640,
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Height = 480,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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new Sprite
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{
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new Sprite
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Anchor = Anchor.TopCentre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-background"),
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Scale = new Vector2(SPRITE_SCALE),
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Y = SPINNER_Y_CENTRE,
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},
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disc = new Sprite
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-circle"),
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Scale = new Vector2(SPRITE_SCALE),
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Y = SPINNER_Y_CENTRE,
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},
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metre = new Container
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{
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AutoSizeAxes = Axes.Both,
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// this anchor makes no sense, but that's what stable uses.
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Margin = new MarginPadding { Top = SPINNER_TOP_OFFSET },
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Masking = true,
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Child = metreSprite = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-background"),
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Scale = new Vector2(SPRITE_SCALE)
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},
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disc = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-circle"),
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Scale = new Vector2(SPRITE_SCALE)
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},
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metre = new Container
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{
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AutoSizeAxes = Axes.Both,
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// this anchor makes no sense, but that's what stable uses.
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Texture = source.GetTexture("spinner-metre"),
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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// adjustment for stable (metre has additional offset)
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Margin = new MarginPadding { Top = 20 },
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Masking = true,
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Child = metreSprite = new Sprite
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{
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Texture = source.GetTexture("spinner-metre"),
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Scale = new Vector2(SPRITE_SCALE)
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}
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Scale = new Vector2(SPRITE_SCALE)
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}
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}
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});
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@ -16,6 +16,15 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public abstract class LegacySpinner : CompositeDrawable
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{
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/// <remarks>
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/// All constants are in osu!stable's gamefield space, which is shifted 16px downwards.
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/// This offset is negated in both osu!stable and osu!lazer to bring all constants into window-space.
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/// Note: SPINNER_Y_CENTRE + SPINNER_TOP_OFFSET - Position.Y = 240 (=480/2, or half the window-space in osu!stable)
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/// </remarks>
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protected const float SPINNER_TOP_OFFSET = 45f - 16f;
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protected const float SPINNER_Y_CENTRE = SPINNER_TOP_OFFSET + 219f;
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protected const float SPRITE_SCALE = 0.625f;
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protected DrawableSpinner DrawableSpinner { get; private set; }
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@ -26,7 +35,13 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableHitObject, ISkinSource source)
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{
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RelativeSizeAxes = Axes.Both;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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// osu!stable positions spinner components in window-space (as opposed to gamefield-space). This is a 640x480 area taking up the entire screen.
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// In lazer, the gamefield-space positional transformation is applied in OsuPlayfieldAdjustmentContainer, which is inverted here to make this area take up the entire window space.
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Size = new Vector2(640, 480);
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Position = new Vector2(0, -8f);
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DrawableSpinner = (DrawableSpinner)drawableHitObject;
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@ -34,22 +49,22 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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spin = new Sprite
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.Centre,
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Depth = float.MinValue,
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Texture = source.GetTexture("spinner-spin"),
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Scale = new Vector2(SPRITE_SCALE),
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Y = 120 - 45 // offset temporarily to avoid overlapping default spin counter
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Y = SPINNER_TOP_OFFSET + 335,
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},
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clear = new Sprite
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{
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Anchor = Anchor.Centre,
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Alpha = 0,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.Centre,
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Depth = float.MinValue,
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Alpha = 0,
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Texture = source.GetTexture("spinner-clear"),
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Scale = new Vector2(SPRITE_SCALE),
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Y = -60
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Y = SPINNER_TOP_OFFSET + 115,
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},
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});
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}
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