// 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.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; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Skinning.Legacy { /// /// Legacy skinned spinner with one main spinning layer and a background layer. /// public partial class LegacyOldStyleSpinner : LegacySpinner { private Sprite disc = null!; private Sprite metreSprite = null!; private Container metre = null!; private bool spinnerBlink; private const float final_metre_height = 692 * SPRITE_SCALE; [BackgroundDependencyLoader] private void load(ISkinSource source) { spinnerBlink = source.GetConfig(OsuSkinConfiguration.SpinnerNoBlink)?.Value != true; AddRangeInternal(new[] { new Sprite { Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Texture = source.GetTexture("spinner-background"), Colour = source.GetConfig(OsuSkinColour.SpinnerBackground)?.Value ?? new Color4(100, 100, 100, 255), Scale = new Vector2(SPRITE_SCALE), Y = SPINNER_Y_CENTRE, }, disc = new Sprite { Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Texture = source.GetTexture("spinner-circle"), Scale = new Vector2(SPRITE_SCALE), Y = SPINNER_Y_CENTRE, }, metre = new Container { AutoSizeAxes = Axes.Both, // this anchor makes no sense, but that's what stable uses. Anchor = Anchor.TopLeft, Origin = Anchor.TopLeft, Margin = new MarginPadding { Top = SPINNER_TOP_OFFSET }, Masking = true, Child = metreSprite = new Sprite { Texture = source.GetTexture("spinner-metre"), Anchor = Anchor.TopLeft, Origin = Anchor.TopLeft, Scale = new Vector2(SPRITE_SCALE) } }, ApproachCircle = new Sprite { Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Texture = source.GetTexture("spinner-approachcircle"), Scale = new Vector2(SPRITE_SCALE * 1.86f), Y = SPINNER_Y_CENTRE, } }); } protected override void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state) { base.UpdateStateTransforms(drawableHitObject, state); if (!(drawableHitObject is DrawableSpinner d)) return; Spinner spinner = d.HitObject; using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt)) this.FadeOut(); using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn)) this.FadeInFromZero(spinner.TimeFadeIn); } 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 float 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 (spinnerBlink) progress = Math.Min(99, progress); int barCount = (int)progress / 10; if (spinnerBlink && RNG.NextBool(((int)progress % 10) / 10f)) barCount++; return (float)barCount / total_bars * final_metre_height; } } }