// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Skinning { public class LegacyMainCirclePiece : CompositeDrawable { public LegacyMainCirclePiece() { Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2); } private readonly IBindable state = new Bindable(); private readonly Bindable accentColour = new Bindable(); private readonly IBindable indexInCurrentCombo = new Bindable(); [BackgroundDependencyLoader] private void load(DrawableHitObject drawableObject, ISkinSource skin) { OsuHitObject osuObject = (OsuHitObject)drawableObject.HitObject; Sprite hitCircleSprite; SkinnableSpriteText hitCircleText; InternalChildren = new Drawable[] { hitCircleSprite = new Sprite { Texture = skin.GetTexture("hitcircle"), Colour = drawableObject.AccentColour.Value, Anchor = Anchor.Centre, Origin = Anchor.Centre, }, hitCircleText = new SkinnableSpriteText(new OsuSkinComponent(OsuSkinComponents.HitCircleText), _ => new OsuSpriteText { Font = OsuFont.Numeric.With(size: 40), UseFullGlyphHeight = false, }, confineMode: ConfineMode.NoScaling), new Sprite { Texture = skin.GetTexture("hitcircleoverlay"), Anchor = Anchor.Centre, Origin = Anchor.Centre, } }; state.BindTo(drawableObject.State); state.BindValueChanged(updateState, true); accentColour.BindTo(drawableObject.AccentColour); accentColour.BindValueChanged(colour => hitCircleSprite.Colour = colour.NewValue, true); indexInCurrentCombo.BindTo(osuObject.IndexInCurrentComboBindable); indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true); } private void updateState(ValueChangedEvent state) { const double legacy_fade_duration = 240; switch (state.NewValue) { case ArmedState.Hit: this.FadeOut(legacy_fade_duration, Easing.Out); this.ScaleTo(1.4f, legacy_fade_duration, Easing.Out); break; } } } }