// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Utils; using osu.Game.Configuration; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Skinning.Default; using osu.Game.Screens.Edit; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components { public partial class HitCircleOverlapMarker : BlueprintPiece { /// /// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay. /// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points. /// public const double FADE_OUT_EXTENSION = 700; private readonly RingPiece ring; private readonly Container content; [Resolved] private EditorClock editorClock { get; set; } private Bindable showHitMarkers; public HitCircleOverlapMarker() { Origin = Anchor.Centre; Size = OsuHitObject.OBJECT_DIMENSIONS; InternalChild = content = new Container { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { ring = new RingPiece { BorderThickness = 4, } } }; } [BackgroundDependencyLoader] private void load(OsuConfigManager config) { showHitMarkers = config.GetBindable(OsuSetting.EditorShowHitMarkers); } [Resolved] private ISkinSource skin { get; set; } public override void UpdateFrom(HitCircle hitObject) { base.UpdateFrom(hitObject); Scale = new Vector2(hitObject.Scale); double editorTime = editorClock.CurrentTime; double hitObjectTime = hitObject.StartTime; bool hasReachedObject = editorTime >= hitObjectTime; if (hasReachedObject && showHitMarkers.Value) { float alpha = Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION, Easing.In); float ringScale = MathHelper.Clamp(Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION / 2, Easing.OutQuint), 0, 1); ring.Scale = new Vector2(1 + 0.1f * ringScale); content.Alpha = 0.9f * (1 - alpha); // TODO: should only update colour on skin/combo/object change. if (hitObject is IHasComboInformation combo && content.Alpha > 0) ring.BorderColour = combo.GetComboColour(skin); } else content.Alpha = 0; } public override void Show() { // intentional no op so SelectionBlueprint Selection/Deselection logic doesn't touch us. } public override void Hide() { // intentional no op so SelectionBlueprint Selection/Deselection logic doesn't touch us. } } }