diff --git a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneInputDrum.cs b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneInputDrum.cs index 3c6319ddf9..900d6523cf 100644 --- a/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneInputDrum.cs +++ b/osu.Game.Rulesets.Taiko.Tests/Skinning/TestSceneInputDrum.cs @@ -30,8 +30,11 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning { Anchor = Anchor.Centre, Origin = Anchor.Centre, - Size = new Vector2(200), - Child = new InputDrum() + Size = new Vector2(180f, 200f), + Child = new InputDrum + { + RelativeSizeAxes = Axes.Both, + } } }); } diff --git a/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonInputDrum.cs b/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonInputDrum.cs index f7b7105bdc..f22c7bf017 100644 --- a/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonInputDrum.cs +++ b/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonInputDrum.cs @@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon public ArgonInputDrum() { - RelativeSizeAxes = Axes.Y; + RelativeSizeAxes = Axes.X; } [BackgroundDependencyLoader] diff --git a/osu.Game.Rulesets.Taiko/Skinning/Default/DefaultInputDrum.cs b/osu.Game.Rulesets.Taiko/Skinning/Default/DefaultInputDrum.cs index 60bacf6413..3eb4f6b8a6 100644 --- a/osu.Game.Rulesets.Taiko/Skinning/Default/DefaultInputDrum.cs +++ b/osu.Game.Rulesets.Taiko/Skinning/Default/DefaultInputDrum.cs @@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Default { public DefaultInputDrum() { - RelativeSizeAxes = Axes.Y; + RelativeSizeAxes = Axes.X; } [BackgroundDependencyLoader] diff --git a/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs b/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs index 8ad419f8bd..07a7f237ba 100644 --- a/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs +++ b/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyInputDrum.cs @@ -8,6 +8,7 @@ using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; +using osu.Game.Rulesets.Taiko.UI; using osu.Game.Skinning; using osuTK; @@ -18,22 +19,20 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy /// internal partial class LegacyInputDrum : Container { - private Container content = null!; private LegacyHalfDrum left = null!; private LegacyHalfDrum right = null!; public LegacyInputDrum() { - RelativeSizeAxes = Axes.Y; - AutoSizeAxes = Axes.X; + RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(ISkinSource skin) { - Child = content = new Container + Child = new Container { - Size = new Vector2(180, 200), + RelativeSizeAxes = Axes.Both, Children = new Drawable[] { new Sprite @@ -66,33 +65,24 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy const float ratio = 1.6f; // because the right half is flipped, we need to position using width - position to get the true "topleft" origin position - float negativeScaleAdjust = content.Width / ratio; + const float negative_scale_adjust = TaikoPlayfield.INPUT_DRUM_WIDTH / ratio; if (skin.GetConfig(SkinConfiguration.LegacySetting.Version)?.Value >= 2.1m) { left.Centre.Position = new Vector2(0, taiko_bar_y) * ratio; - right.Centre.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio; + right.Centre.Position = new Vector2(negative_scale_adjust - 56, taiko_bar_y) * ratio; left.Rim.Position = new Vector2(0, taiko_bar_y) * ratio; - right.Rim.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio; + right.Rim.Position = new Vector2(negative_scale_adjust - 56, taiko_bar_y) * ratio; } else { left.Centre.Position = new Vector2(18, taiko_bar_y + 31) * ratio; - right.Centre.Position = new Vector2(negativeScaleAdjust - 54, taiko_bar_y + 31) * ratio; + right.Centre.Position = new Vector2(negative_scale_adjust - 54, taiko_bar_y + 31) * ratio; left.Rim.Position = new Vector2(8, taiko_bar_y + 23) * ratio; - right.Rim.Position = new Vector2(negativeScaleAdjust - 53, taiko_bar_y + 23) * ratio; + right.Rim.Position = new Vector2(negative_scale_adjust - 53, taiko_bar_y + 23) * ratio; } } - protected override void Update() - { - base.Update(); - - // Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements. - // This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement. - content.Scale = new Vector2(DrawHeight / content.Size.Y); - } - /// /// A half-drum. Contains one centre and one rim hit. /// diff --git a/osu.Game.Rulesets.Taiko/UI/InputDrum.cs b/osu.Game.Rulesets.Taiko/UI/InputDrum.cs index 725857ed34..d0a8cf647d 100644 --- a/osu.Game.Rulesets.Taiko/UI/InputDrum.cs +++ b/osu.Game.Rulesets.Taiko/UI/InputDrum.cs @@ -14,12 +14,6 @@ namespace osu.Game.Rulesets.Taiko.UI /// internal partial class InputDrum : Container { - public InputDrum() - { - AutoSizeAxes = Axes.X; - RelativeSizeAxes = Axes.Y; - } - [BackgroundDependencyLoader] private void load() { @@ -27,8 +21,7 @@ namespace osu.Game.Rulesets.Taiko.UI { new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.InputDrum), _ => new DefaultInputDrum()) { - RelativeSizeAxes = Axes.Y, - AutoSizeAxes = Axes.X, + RelativeSizeAxes = Axes.Both, }, }; } diff --git a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs index 4e1691ffe0..95907bcb8b 100644 --- a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs +++ b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs @@ -31,6 +31,8 @@ namespace osu.Game.Rulesets.Taiko.UI /// public const float BASE_HEIGHT = 200; + public const float INPUT_DRUM_WIDTH = 180f; + /// /// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position. /// @@ -49,7 +51,6 @@ namespace osu.Game.Rulesets.Taiko.UI private ProxyContainer topLevelHitContainer = null!; private InputDrum inputDrum = null!; - private Container rightArea = null!; /// /// is purposefully not called on this to prevent i.e. being able to interact @@ -66,8 +67,8 @@ namespace osu.Game.Rulesets.Taiko.UI { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, - AutoSizeAxes = Axes.X, RelativeSizeAxes = Axes.Y, + Width = INPUT_DRUM_WIDTH, }; InternalChildren = new[] @@ -76,8 +77,8 @@ namespace osu.Game.Rulesets.Taiko.UI new Container { Name = "Left overlay", - RelativeSizeAxes = Axes.Both, - FillMode = FillMode.Fit, + RelativeSizeAxes = Axes.Y, + Width = INPUT_DRUM_WIDTH, BorderColour = colours.Gray0, Children = new[] { @@ -93,10 +94,11 @@ namespace osu.Game.Rulesets.Taiko.UI RelativeSizeAxes = Axes.None, Y = 0.2f }, - rightArea = new Container + new Container { Name = "Right area", RelativeSizeAxes = Axes.Both, + Padding = new MarginPadding { Left = INPUT_DRUM_WIDTH }, Children = new Drawable[] { new Container @@ -220,14 +222,6 @@ namespace osu.Game.Rulesets.Taiko.UI topLevelHitContainer.Add(taikoObject.CreateProxiedContent()); } - protected override void Update() - { - base.Update(); - - // todo: input drum width should be constant. - rightArea.Padding = new MarginPadding { Left = inputDrum.DrawWidth }; - } - #region Pooling support public override void Add(HitObject h)