// 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.Framework.Utils; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Skinning { public class LegacySliderBody : PlaySliderBody { protected override DrawableSliderPath CreateSliderPath() => new LegacyDrawableSliderPath(); private class LegacyDrawableSliderPath : DrawableSliderPath { private const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS); protected new float CalculatedBorderPortion => base.CalculatedBorderPortion * 0.77f; public new Color4 AccentColour => new Color4(base.AccentColour.R, base.AccentColour.G, base.AccentColour.B, base.AccentColour.A * 0.70f); protected override Color4 ColourAt(float position) { float realBorderPortion = shadow_portion + CalculatedBorderPortion; float realGradientPortion = 1 - realBorderPortion; if (position <= shadow_portion) return new Color4(0f, 0f, 0f, 0.25f * position / shadow_portion); if (position <= realBorderPortion) return BorderColour; position -= realBorderPortion; Color4 outerColour = AccentColour.Darken(0.1f); Color4 innerColour = lighten(AccentColour, 0.5f); return Interpolation.ValueAt(position / realGradientPortion, outerColour, innerColour, 0, 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); } } } }