// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.Bindings; using osu.Game.Rulesets.Mania.UI; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Mania.Skinning { public class LegacyColumnBackground : LegacyManiaColumnElement, IKeyBindingHandler { private readonly IBindable direction = new Bindable(); private readonly bool isLastColumn; [CanBeNull] private readonly LegacyStageBackground stageBackground; private Container hitTargetContainer; private Container lightContainer; private Sprite light; private Drawable hitTarget; private float hitPosition; public LegacyColumnBackground(bool isLastColumn, [CanBeNull] LegacyStageBackground stageBackground) { this.isLastColumn = isLastColumn; this.stageBackground = stageBackground; RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(ISkinSource skin, IScrollingInfo scrollingInfo) { string lightImage = skin.GetManiaSkinConfig(LegacyManiaSkinConfigurationLookups.LightImage)?.Value ?? "mania-stage-light"; float leftLineWidth = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.LeftLineWidth) ?.Value ?? 1; float rightLineWidth = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.RightLineWidth) ?.Value ?? 1; bool hasLeftLine = leftLineWidth > 0; bool hasRightLine = rightLineWidth > 0 && skin.GetConfig(LegacySkinConfiguration.LegacySetting.Version)?.Value >= 2.4m || isLastColumn; bool hasHitTarget = Column.Index == 0 || stageBackground == null; hitPosition = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.HitPosition)?.Value ?? Stage.HIT_TARGET_POSITION; float lightPosition = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.LightPosition)?.Value ?? 0; Color4 lineColour = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.ColumnLineColour)?.Value ?? Color4.White; Color4 backgroundColour = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.ColumnBackgroundColour)?.Value ?? Color4.Black; Color4 lightColour = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.ColumnLightColour)?.Value ?? Color4.White; Container backgroundLayer; Drawable leftLine; Drawable rightLine; InternalChildren = new[] { backgroundLayer = new Container { RelativeSizeAxes = Axes.Both, Child = new Box { RelativeSizeAxes = Axes.Both, Colour = backgroundColour }, }, hitTargetContainer = new Container { RelativeSizeAxes = Axes.Both, Children = new[] { leftLine = new Box { RelativeSizeAxes = Axes.Y, Width = leftLineWidth, Scale = new Vector2(0.740f, 1), Colour = lineColour, Alpha = hasLeftLine ? 1 : 0 }, rightLine = new Box { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, RelativeSizeAxes = Axes.Y, Width = rightLineWidth, Scale = new Vector2(0.740f, 1), Colour = lineColour, Alpha = hasRightLine ? 1 : 0 }, // In legacy skins, the hit target takes on the full stage size and is sandwiched between the column background and the column light. // To simulate this effect in lazer's hierarchy, the hit target is added to the first column's background and manually extended to the full size of the stage. // Adding to the first columns allows depth issues to be resolved - if it were added to the last column, the previous column lights would appear below it. // This still means that the hit target will appear below the next column backgrounds, but that's a much easier problem to solve by proxying the background layer below. hitTarget = new LegacyHitTarget { RelativeSizeAxes = Axes.Y, Alpha = hasHitTarget ? 1 : 0 }, } }, lightContainer = new Container { Origin = Anchor.BottomCentre, RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Bottom = lightPosition }, Child = light = new Sprite { Anchor = Anchor.BottomCentre, Origin = Anchor.BottomCentre, Colour = lightColour, Texture = skin.GetTexture(lightImage), RelativeSizeAxes = Axes.X, Width = 1, Alpha = 0 } } }; // Resolve depth issues with the hit target appearing under the next column backgrounds by proxying to the stage background (always below the columns). backgroundLayer.Add(leftLine.CreateProxy()); backgroundLayer.Add(rightLine.CreateProxy()); stageBackground?.AddColumnBackground(backgroundLayer.CreateProxy()); direction.BindTo(scrollingInfo.Direction); direction.BindValueChanged(onDirectionChanged, true); } private void onDirectionChanged(ValueChangedEvent direction) { if (direction.NewValue == ScrollingDirection.Up) { lightContainer.Anchor = Anchor.TopCentre; lightContainer.Scale = new Vector2(1, -1); hitTargetContainer.Padding = new MarginPadding { Top = hitPosition }; } else { lightContainer.Anchor = Anchor.BottomCentre; lightContainer.Scale = Vector2.One; hitTargetContainer.Padding = new MarginPadding { Bottom = hitPosition }; } } protected override void Update() { base.Update(); hitTarget.Width = stageBackground?.DrawWidth ?? DrawWidth; } public bool OnPressed(ManiaAction action) { if (action == Column.Action.Value) { light.FadeIn(); light.ScaleTo(Vector2.One); } return false; } public void OnReleased(ManiaAction action) { // Todo: Should be 400 * 100 / CurrentBPM const double animation_length = 250; if (action == Column.Action.Value) { light.FadeTo(0, animation_length); light.ScaleTo(new Vector2(1, 0), animation_length); } } } }