// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Animations; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Game.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Taiko.Skinning.Legacy { public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour { private Drawable backgroundLayer; // required for editor blueprints (not sure why these circle pieces are zero size). public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad; public LegacyCirclePiece() { RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(ISkinSource skin, DrawableHitObject drawableHitObject) { Drawable getDrawableFor(string lookup) { const string normal_hit = "taikohit"; const string big_hit = "taikobig"; string prefix = ((drawableHitObject.HitObject as TaikoStrongableHitObject)?.IsStrong ?? false) ? big_hit : normal_hit; return skin.GetAnimation($"{prefix}{lookup}", true, false) ?? // fallback to regular size if "big" version doesn't exist. skin.GetAnimation($"{normal_hit}{lookup}", true, false); } // backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer. AddInternal(backgroundLayer = getDrawableFor("circle")); var foregroundLayer = getDrawableFor("circleoverlay"); if (foregroundLayer != null) AddInternal(foregroundLayer); // Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat). // For now just stop at first frame for sanity. foreach (var c in InternalChildren) { (c as IFramedAnimation)?.Stop(); c.Anchor = Anchor.Centre; c.Origin = Anchor.Centre; } } protected override void LoadComplete() { base.LoadComplete(); updateAccentColour(); } protected override void Update() { base.Update(); // Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay". // This ensures they are scaled relative to each other but also match the expected DrawableHit size. foreach (var c in InternalChildren) c.Scale = new Vector2(DrawHeight / 128); } private Color4 accentColour; public Color4 AccentColour { get => accentColour; set { if (value == accentColour) return; accentColour = value; if (IsLoaded) updateAccentColour(); } } private void updateAccentColour() { backgroundLayer.Colour = LegacyColourCompatibility.DisallowZeroAlpha(accentColour); } } }