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Merge pull request #10010 from bdach/old-style-spinner-alignment
Adjust old-style spinner alignment to be closer to stable
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commit
d6e007b312
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@ -9,6 +9,7 @@ using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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@ -62,7 +63,8 @@ namespace osu.Game.Rulesets.Osu.Tests
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drawableSpinner = new TestDrawableSpinner(spinner, auto)
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{
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Anchor = Anchor.Centre,
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Depth = depthIndex++
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Depth = depthIndex++,
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Scale = new Vector2(0.75f)
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};
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foreach (var mod in SelectedMods.Value.OfType<IApplicableToDrawableHitObjects>())
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@ -22,11 +22,11 @@ namespace osu.Game.Rulesets.Osu.Skinning
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{
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private DrawableSpinner drawableSpinner;
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private Sprite disc;
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private Sprite metreSprite;
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private Container metre;
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private const float background_y_offset = 20;
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private const float sprite_scale = 1 / 1.6f;
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private const float final_metre_height = 692 * sprite_scale;
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[BackgroundDependencyLoader]
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private void load(ISkinSource source, DrawableHitObject drawableObject)
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@ -35,50 +35,58 @@ namespace osu.Game.Rulesets.Osu.Skinning
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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InternalChild = new Container
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{
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new Sprite
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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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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Texture = source.GetTexture("spinner-background"),
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Y = background_y_offset,
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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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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Y = background_y_offset,
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Masking = true,
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Child = new Sprite
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new Sprite
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{
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Texture = source.GetTexture("spinner-metre"),
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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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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Scale = new Vector2(0.625f)
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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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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(0.625f)
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}
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}
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}
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};
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}
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private Vector2 metreFinalSize;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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this.FadeOut();
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drawableSpinner.State.BindValueChanged(updateStateTransforms, true);
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metreFinalSize = metre.Size = metre.Child.Size;
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}
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private void updateStateTransforms(ValueChangedEvent<ArmedState> state)
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@ -93,7 +101,16 @@ namespace osu.Game.Rulesets.Osu.Skinning
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{
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base.Update();
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disc.Rotation = drawableSpinner.RotationTracker.Rotation;
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metre.Height = getMetreHeight(drawableSpinner.Progress);
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// careful: need to call this exactly once for all calculations in a frame
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// as the function has a random factor in it
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var metreHeight = getMetreHeight(drawableSpinner.Progress);
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// hack to make the metre blink up from below than down from above.
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// move down the container to be able to apply masking for the metre,
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// and then move the sprite back up the same amount to keep its position absolute.
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metre.Y = final_metre_height - metreHeight;
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metreSprite.Y = -metre.Y;
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}
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private const int total_bars = 10;
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@ -108,7 +125,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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if (RNG.NextBool(((int)progress % 10) / 10f))
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barCount++;
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return (float)barCount / total_bars * metreFinalSize.Y;
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return (float)barCount / total_bars * final_metre_height;
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}
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}
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}
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