// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Textures; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; using static osu.Game.Skinning.LegacySkinConfiguration; namespace osu.Game.Rulesets.Osu.Skinning.Legacy { public class LegacyMainCirclePiece : CompositeDrawable { private readonly string priorityLookup; private readonly bool hasNumber; public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true) { this.priorityLookup = priorityLookup; this.hasNumber = hasNumber; Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2); } private Container circleSprites; private Drawable hitCircleSprite; private Drawable hitCircleOverlay; private SkinnableSpriteText hitCircleText; private readonly Bindable accentColour = new Bindable(); private readonly IBindable indexInCurrentCombo = new Bindable(); private readonly IBindable armedState = new Bindable(); [Resolved] private DrawableHitObject drawableObject { get; set; } [Resolved] private ISkinSource skin { get; set; } [BackgroundDependencyLoader] private void load() { var drawableOsuObject = (DrawableOsuHitObject)drawableObject; bool allowFallback = false; // attempt lookup using priority specification Texture baseTexture = getTextureWithFallback(string.Empty); // if the base texture was not found without a fallback, switch on fallback mode and re-perform the lookup. if (baseTexture == null) { allowFallback = true; baseTexture = getTextureWithFallback(string.Empty); } // at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it. // the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist. // expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png (potentially from the default/fall-through skin). Texture overlayTexture = getTextureWithFallback("overlay"); InternalChildren = new Drawable[] { circleSprites = new Container { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Children = new[] { hitCircleSprite = new KiaiFlashingSprite { Texture = baseTexture, Anchor = Anchor.Centre, Origin = Anchor.Centre, }, hitCircleOverlay = new KiaiFlashingSprite { Texture = overlayTexture, Anchor = Anchor.Centre, Origin = Anchor.Centre, } } }, }; if (hasNumber) { AddInternal(hitCircleText = new SkinnableSpriteText(new OsuSkinComponent(OsuSkinComponents.HitCircleText), _ => new OsuSpriteText { Font = OsuFont.Numeric.With(size: 40), UseFullGlyphHeight = false, }, confineMode: ConfineMode.NoScaling) { Anchor = Anchor.Centre, Origin = Anchor.Centre, }); } bool overlayAboveNumber = skin.GetConfig(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true; if (overlayAboveNumber) AddInternal(hitCircleOverlay.CreateProxy()); accentColour.BindTo(drawableObject.AccentColour); indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable); armedState.BindTo(drawableObject.State); Texture getTextureWithFallback(string name) { Texture tex = null; if (!string.IsNullOrEmpty(priorityLookup)) { tex = skin.GetTexture($"{priorityLookup}{name}"); if (!allowFallback) return tex; } return tex ?? skin.GetTexture($"hitcircle{name}"); } } protected override void LoadComplete() { base.LoadComplete(); accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true); if (hasNumber) indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true); armedState.BindValueChanged(animate, true); } private void animate(ValueChangedEvent state) { const double legacy_fade_duration = 240; ClearTransforms(true); using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime)) { switch (state.NewValue) { case ArmedState.Hit: circleSprites.FadeOut(legacy_fade_duration, Easing.Out); circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out); if (hasNumber) { var legacyVersion = skin.GetConfig(LegacySetting.Version)?.Value; if (legacyVersion >= 2.0m) // legacy skins of version 2.0 and newer only apply very short fade out to the number piece. hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out); else { // old skins scale and fade it normally along other pieces. hitCircleText.FadeOut(legacy_fade_duration, Easing.Out); hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out); } } break; } } } } }