// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Framework.Utils; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Skinning; using osuTK; using static osu.Game.Skinning.LegacySkinConfiguration; namespace osu.Game.Rulesets.Osu.Skinning { /// /// Legacy skinned spinner with one main spinning layer and a background layer. /// public class LegacyOldStyleSpinner : CompositeDrawable { private DrawableSpinner drawableSpinner; private Sprite disc; private Sprite metreSprite; private Container metre; private bool spinnerNoBlink; private const float sprite_scale = 1 / 1.6f; private const float final_metre_height = 692 * sprite_scale; [BackgroundDependencyLoader] private void load(ISkinSource source, DrawableHitObject drawableObject) { spinnerNoBlink = source.GetConfig(LegacySetting.SpinnerNoBlink)?.Value ?? false; drawableSpinner = (DrawableSpinner)drawableObject; RelativeSizeAxes = Axes.Both; InternalChild = new Container { // the old-style spinner relied heavily on absolute screen-space coordinate values. // wrap everything in a container simulating absolute coords to preserve alignment // as there are skins that depend on it. Width = 640, Height = 480, Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new Drawable[] { new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Texture = source.GetTexture("spinner-background"), Scale = new Vector2(sprite_scale) }, disc = new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Texture = source.GetTexture("spinner-circle"), Scale = new Vector2(sprite_scale) }, metre = new Container { AutoSizeAxes = Axes.Both, // this anchor makes no sense, but that's what stable uses. Anchor = Anchor.TopLeft, Origin = Anchor.TopLeft, // adjustment for stable (metre has additional offset) Margin = new MarginPadding { Top = 20 }, Masking = true, Child = metreSprite = new Sprite { Texture = source.GetTexture("spinner-metre"), Anchor = Anchor.TopLeft, Origin = Anchor.TopLeft, Scale = new Vector2(0.625f) } } } }; } protected override void LoadComplete() { base.LoadComplete(); this.FadeOut(); drawableSpinner.State.BindValueChanged(updateStateTransforms, true); } private void updateStateTransforms(ValueChangedEvent state) { var spinner = drawableSpinner.HitObject; using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true)) this.FadeInFromZero(spinner.TimeFadeIn / 2); } protected override void Update() { base.Update(); disc.Rotation = drawableSpinner.RotationTracker.Rotation; // careful: need to call this exactly once for all calculations in a frame // as the function has a random factor in it var metreHeight = getMetreHeight(drawableSpinner.Progress); // hack to make the metre blink up from below than down from above. // move down the container to be able to apply masking for the metre, // and then move the sprite back up the same amount to keep its position absolute. metre.Y = final_metre_height - metreHeight; metreSprite.Y = -metre.Y; } private const int total_bars = 10; private float getMetreHeight(float progress) { progress *= 100; // the spinner should still blink at 100% progress. if (!spinnerNoBlink) progress = Math.Min(99, progress); int barCount = (int)progress / 10; if (!spinnerNoBlink && RNG.NextBool(((int)progress % 10) / 10f)) barCount++; return (float)barCount / total_bars * final_metre_height; } } }