// 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.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.UI; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Taiko.Skinning.Legacy { /// /// A component of the playfield that captures input and displays input as a drum. /// internal class LegacyInputDrum : Container { private LegacyHalfDrum left; private LegacyHalfDrum right; private Container content; public LegacyInputDrum() { RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(ISkinSource skin) { Child = content = new Container { Size = new Vector2(180, 200), Children = new Drawable[] { new Sprite { Texture = skin.GetTexture("taiko-bar-left") }, left = new LegacyHalfDrum(false) { Name = "Left Half", RelativeSizeAxes = Axes.Both, RimAction = TaikoAction.LeftRim, CentreAction = TaikoAction.LeftCentre }, right = new LegacyHalfDrum(true) { Name = "Right Half", RelativeSizeAxes = Axes.Both, Origin = Anchor.TopRight, Scale = new Vector2(-1, 1), RimAction = TaikoAction.RightRim, CentreAction = TaikoAction.RightCentre } } }; // this will be used in the future for stable skin alignment. keeping here for reference. const float taiko_bar_y = 0; // stable things const float ratio = 1.6f; // because the right half is flipped, we need to position using width - position to get the true "topleft" origin position float negativeScaleAdjust = content.Width / ratio; if (skin.GetConfig(LegacySkinConfiguration.LegacySetting.Version)?.Value >= 2.1m) { left.Centre.Position = new Vector2(0, taiko_bar_y) * ratio; right.Centre.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio; left.Rim.Position = new Vector2(0, taiko_bar_y) * ratio; right.Rim.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio; } else { left.Centre.Position = new Vector2(18, taiko_bar_y + 31) * ratio; right.Centre.Position = new Vector2(negativeScaleAdjust - 54, taiko_bar_y + 31) * ratio; left.Rim.Position = new Vector2(8, taiko_bar_y + 23) * ratio; right.Rim.Position = new Vector2(negativeScaleAdjust - 53, taiko_bar_y + 23) * ratio; } } protected override void Update() { base.Update(); // Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements. // This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement. content.Scale = new Vector2(DrawHeight / content.Size.Y); } /// /// A half-drum. Contains one centre and one rim hit. /// private class LegacyHalfDrum : Container, IKeyBindingHandler { /// /// The key to be used for the rim of the half-drum. /// public TaikoAction RimAction; /// /// The key to be used for the centre of the half-drum. /// public TaikoAction CentreAction; public readonly Sprite Rim; public readonly Sprite Centre; [Resolved] private DrumSampleTriggerSource sampleTriggerSource { get; set; } public LegacyHalfDrum(bool flipped) { Masking = true; Children = new Drawable[] { Rim = new Sprite { Scale = new Vector2(-1, 1), Origin = flipped ? Anchor.TopLeft : Anchor.TopRight, Alpha = 0, }, Centre = new Sprite { Alpha = 0, Origin = flipped ? Anchor.TopRight : Anchor.TopLeft, } }; } [BackgroundDependencyLoader] private void load(ISkinSource skin) { Rim.Texture = skin.GetTexture(@"taiko-drum-outer"); Centre.Texture = skin.GetTexture(@"taiko-drum-inner"); } public bool OnPressed(KeyBindingPressEvent e) { Drawable target = null; if (e.Action == CentreAction) { target = Centre; sampleTriggerSource.Play(HitType.Centre); } else if (e.Action == RimAction) { target = Rim; sampleTriggerSource.Play(HitType.Rim); } if (target != null) { const float alpha_amount = 1; const float down_time = 80; const float up_time = 50; target.Animate( t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time) ).Then( t => t.FadeOut(up_time) ); } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } } } }