// 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 System.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Events; using osu.Framework.Utils; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Screens.Play; using osuTK; namespace osu.Game.Rulesets.Osu.Skinning.Default { public partial class SpinnerRotationTracker : CircularContainer { public override bool IsPresent => true; // handle input when hidden private readonly DrawableSpinner drawableSpinner; private Vector2? mousePosition; private float? lastAngle; private float currentRotation; private bool rotationTransferred; [Resolved(canBeNull: true)] private IGameplayClock? gameplayClock { get; set; } public SpinnerRotationTracker(DrawableSpinner drawableSpinner) { this.drawableSpinner = drawableSpinner; drawableSpinner.HitObjectApplied += resetState; RelativeSizeAxes = Axes.Both; } public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; public bool Tracking { get; set; } /// /// Whether the spinning is spinning at a reasonable speed to be considered visually spinning. /// public readonly BindableBool IsSpinning = new BindableBool(); /// /// Whether currently in the correct time range to allow spinning. /// private bool isSpinnableTime => drawableSpinner.HitObject.StartTime <= Time.Current && drawableSpinner.HitObject.EndTime > Time.Current; protected override bool OnMouseMove(MouseMoveEvent e) { mousePosition = Parent!.ToLocalSpace(e.ScreenSpaceMousePosition); return base.OnMouseMove(e); } protected override void Update() { base.Update(); if (mousePosition is Vector2 pos) { float thisAngle = -MathUtils.RadiansToDegrees(MathF.Atan2(pos.X - DrawSize.X / 2, pos.Y - DrawSize.Y / 2)); float delta = lastAngle == null ? 0 : thisAngle - lastAngle.Value; // Normalise the delta to -180 .. 180 if (delta > 180) delta -= 360; if (delta < -180) delta += 360; if (Tracking) AddRotation(delta); lastAngle = thisAngle; } IsSpinning.Value = isSpinnableTime && Math.Abs(currentRotation - Rotation) > 10f; Rotation = (float)Interpolation.Damp(Rotation, currentRotation, 0.99, Math.Abs(Time.Elapsed)); } /// /// Rotate the disc by the provided angle (in addition to any existing rotation). /// /// /// Will be a no-op if not a valid time to spin. /// /// The delta angle. public void AddRotation(float delta) { if (!isSpinnableTime) return; if (!rotationTransferred) { currentRotation = Rotation; rotationTransferred = true; } currentRotation += delta; double rate = gameplayClock?.GetTrueGameplayRate() ?? Clock.Rate; Debug.Assert(Math.Abs(delta) <= 180); // rate has to be applied each frame, because it's not guaranteed to be constant throughout playback // (see: ModTimeRamp) drawableSpinner.Result.TotalRotation += (float)(Math.Abs(delta) * rate); } private void resetState(DrawableHitObject obj) { Tracking = false; IsSpinning.Value = false; mousePosition = null; lastAngle = null; currentRotation = 0; Rotation = 0; rotationTransferred = false; } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (drawableSpinner.IsNotNull()) drawableSpinner.HitObjectApplied -= resetState; } } }