// 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 System; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Events; using osu.Framework.Utils; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Screens.Play; using osuTK; namespace osu.Game.Rulesets.Osu.Skinning.Default { public class SpinnerRotationTracker : CircularContainer { public override bool IsPresent => true; // handle input when hidden private readonly DrawableSpinner drawableSpinner; public SpinnerRotationTracker(DrawableSpinner drawableSpinner) { this.drawableSpinner = drawableSpinner; drawableSpinner.HitObjectApplied += resetState; RelativeSizeAxes = Axes.Both; } public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; public bool Tracking { get; set; } /// /// Whether the spinning is spinning at a reasonable speed to be considered visually spinning. /// public readonly BindableBool IsSpinning = new BindableBool(); /// /// Whether currently in the correct time range to allow spinning. /// private bool isSpinnableTime => drawableSpinner.HitObject.StartTime <= Time.Current && drawableSpinner.HitObject.EndTime > Time.Current; protected override bool OnMouseMove(MouseMoveEvent e) { mousePosition = Parent.ToLocalSpace(e.ScreenSpaceMousePosition); return base.OnMouseMove(e); } private Vector2 mousePosition; private float lastAngle; private float currentRotation; private bool rotationTransferred; [Resolved(canBeNull: true)] private IGameplayClock gameplayClock { get; set; } protected override void Update() { base.Update(); float thisAngle = -MathUtils.RadiansToDegrees(MathF.Atan2(mousePosition.X - DrawSize.X / 2, mousePosition.Y - DrawSize.Y / 2)); float delta = thisAngle - lastAngle; if (Tracking) AddRotation(delta); lastAngle = thisAngle; IsSpinning.Value = isSpinnableTime && Math.Abs(currentRotation / 2 - Rotation) > 5f; Rotation = (float)Interpolation.Damp(Rotation, currentRotation / 2, 0.99, Math.Abs(Time.Elapsed)); } /// /// Rotate the disc by the provided angle (in addition to any existing rotation). /// /// /// Will be a no-op if not a valid time to spin. /// /// The delta angle. public void AddRotation(float angle) { if (!isSpinnableTime) return; if (!rotationTransferred) { currentRotation = Rotation * 2; rotationTransferred = true; } if (angle > 180) { lastAngle += 360; angle -= 360; } else if (-angle > 180) { lastAngle -= 360; angle += 360; } currentRotation += angle; // rate has to be applied each frame, because it's not guaranteed to be constant throughout playback // (see: ModTimeRamp) drawableSpinner.Result.RateAdjustedRotation += (float)(Math.Abs(angle) * (gameplayClock?.TrueGameplayRate ?? Clock.Rate)); } private void resetState(DrawableHitObject obj) { Tracking = false; IsSpinning.Value = false; mousePosition = default; lastAngle = currentRotation = Rotation = 0; rotationTransferred = false; } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (drawableSpinner != null) drawableSpinner.HitObjectApplied -= resetState; } } }