// 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.Extensions.Color4Extensions; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Skinning.Default; using osu.Game.Skinning; using osu.Game.Utils; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Skinning.Legacy { public partial class LegacySliderBody : PlaySliderBody { protected override DrawableSliderPath CreateSliderPath() => new LegacyDrawableSliderPath(); protected override Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour) { // legacy skins use a constant value for slider track alpha, regardless of the source colour. return base.GetBodyAccentColour(skin, hitObjectAccentColour).Opacity(0.7f); } private partial class LegacyDrawableSliderPath : DrawableSliderPath { protected override Color4 ColourAt(float position) { const float aa_width = 0.5f / 64f; const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS); const float border_portion = 0.1875f; Color4 shadow = new Color4(0, 0, 0, 0.25f); Color4 outerColour = AccentColour.Darken(0.1f); Color4 innerColour = lighten(AccentColour, 0.5f); if (position <= shadow_portion - aa_width) return LegacyUtils.InterpolateNonLinear(position, Color4.Black.Opacity(0f), shadow, 0, shadow_portion - aa_width); if (position <= shadow_portion + aa_width) return LegacyUtils.InterpolateNonLinear(position, shadow, BorderColour, shadow_portion - aa_width, shadow_portion + aa_width); if (position <= border_portion - aa_width) return BorderColour; if (position <= border_portion + aa_width) return LegacyUtils.InterpolateNonLinear(position, BorderColour, outerColour, border_portion - aa_width, border_portion + aa_width); return LegacyUtils.InterpolateNonLinear(position, outerColour, innerColour, border_portion + aa_width, 1); } /// /// Lightens a colour in a way more friendly to dark or strong colours. /// private static Color4 lighten(Color4 color, float amount) { amount *= 0.5f; return new Color4( Math.Min(1, color.R * (1 + 0.5f * amount) + 1 * amount), Math.Min(1, color.G * (1 + 0.5f * amount) + 1 * amount), Math.Min(1, color.B * (1 + 0.5f * amount) + 1 * amount), color.A); } } } }