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262 lines
10 KiB
C#
262 lines
10 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Layout;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Game.Screens;
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using osu.Game.Screens.Backgrounds;
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using osuTK;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// Handles user-defined scaling, allowing application at multiple levels defined by <see cref="ScalingMode"/>.
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/// </summary>
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public class ScalingContainer : Container
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{
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private Bindable<float> sizeX;
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private Bindable<float> sizeY;
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private Bindable<float> posX;
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private Bindable<float> posY;
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private Bindable<MarginPadding> safeAreaPadding;
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private readonly ScalingMode? targetMode;
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private Bindable<ScalingMode> scalingMode;
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private readonly Container content;
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protected override Container<Drawable> Content => content;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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private readonly Container sizableContainer;
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private BackgroundScreenStack backgroundStack;
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private RectangleF? customRect;
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private bool customRectIsRelativePosition;
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/// <summary>
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/// Set a custom position and scale which overrides any user specification.
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/// </summary>
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/// <param name="rect">A rectangle with positional and sizing information for this container to conform to. <c>null</c> will clear the custom rect and revert to user settings.</param>
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/// <param name="relativePosition">Whether the position portion of the provided rect is in relative coordinate space or not.</param>
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public void SetCustomRect(RectangleF? rect, bool relativePosition = false)
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{
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customRect = rect;
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customRectIsRelativePosition = relativePosition;
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if (IsLoaded) Scheduler.AddOnce(updateSize);
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}
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private const float corner_radius = 10;
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/// <summary>
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/// Create a new instance.
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/// </summary>
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/// <param name="targetMode">The mode which this container should be handling. Handles all modes if null.</param>
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public ScalingContainer(ScalingMode? targetMode = null)
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{
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this.targetMode = targetMode;
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RelativeSizeAxes = Axes.Both;
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InternalChild = sizableContainer = new SizeableAlwaysInputContainer(targetMode == ScalingMode.Everything)
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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CornerRadius = corner_radius,
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Child = content = new ScalingDrawSizePreservingFillContainer(targetMode != ScalingMode.Gameplay)
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};
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}
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private class ScalingDrawSizePreservingFillContainer : DrawSizePreservingFillContainer
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{
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private readonly bool applyUIScale;
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private Bindable<float> uiScale;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public ScalingDrawSizePreservingFillContainer(bool applyUIScale)
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{
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this.applyUIScale = applyUIScale;
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager osuConfig)
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{
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if (applyUIScale)
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{
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uiScale = osuConfig.GetBindable<float>(OsuSetting.UIScale);
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uiScale.BindValueChanged(scaleChanged, true);
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}
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}
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private void scaleChanged(ValueChangedEvent<float> args)
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{
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this.ScaleTo(new Vector2(args.NewValue), 500, Easing.Out);
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this.ResizeTo(new Vector2(1 / args.NewValue), 500, Easing.Out);
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}
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, ISafeArea safeArea)
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{
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scalingMode = config.GetBindable<ScalingMode>(OsuSetting.Scaling);
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scalingMode.ValueChanged += _ => Scheduler.AddOnce(updateSize);
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sizeX = config.GetBindable<float>(OsuSetting.ScalingSizeX);
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sizeX.ValueChanged += _ => Scheduler.AddOnce(updateSize);
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sizeY = config.GetBindable<float>(OsuSetting.ScalingSizeY);
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sizeY.ValueChanged += _ => Scheduler.AddOnce(updateSize);
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posX = config.GetBindable<float>(OsuSetting.ScalingPositionX);
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posX.ValueChanged += _ => Scheduler.AddOnce(updateSize);
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posY = config.GetBindable<float>(OsuSetting.ScalingPositionY);
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posY.ValueChanged += _ => Scheduler.AddOnce(updateSize);
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safeAreaPadding = safeArea.SafeAreaPadding.GetBoundCopy();
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safeAreaPadding.BindValueChanged(_ => Scheduler.AddOnce(updateSize));
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateSize();
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sizableContainer.FinishTransforms();
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}
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private bool requiresBackgroundVisible => (scalingMode.Value == ScalingMode.Everything || scalingMode.Value == ScalingMode.ExcludeOverlays) && (sizeX.Value != 1 || sizeY.Value != 1);
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private void updateSize()
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{
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const float duration = 500;
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if (targetMode == ScalingMode.Everything)
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{
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// the top level scaling container manages the background to be displayed while scaling.
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if (requiresBackgroundVisible)
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{
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if (backgroundStack == null)
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{
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AddInternal(backgroundStack = new BackgroundScreenStack
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{
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Colour = OsuColour.Gray(0.1f),
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Alpha = 0,
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Depth = float.MaxValue
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});
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backgroundStack.Push(new ScalingBackgroundScreen());
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}
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backgroundStack.FadeIn(duration);
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}
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else
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backgroundStack?.FadeOut(duration);
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}
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RectangleF targetRect = new RectangleF(Vector2.Zero, Vector2.One);
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if (customRect != null)
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{
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sizableContainer.RelativePositionAxes = customRectIsRelativePosition ? Axes.Both : Axes.None;
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targetRect = customRect.Value;
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}
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else if (targetMode == null || scalingMode.Value == targetMode)
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{
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sizableContainer.RelativePositionAxes = Axes.Both;
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Vector2 scale = new Vector2(sizeX.Value, sizeY.Value);
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Vector2 pos = new Vector2(posX.Value, posY.Value) * (Vector2.One - scale);
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targetRect = new RectangleF(pos, scale);
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}
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bool requiresMasking = targetRect.Size != Vector2.One
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// For the top level scaling container, for now we apply masking if safe areas are in use.
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// In the future this can likely be removed as more of the actual UI supports overflowing into the safe areas.
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|| (targetMode == ScalingMode.Everything && safeAreaPadding.Value.Total != Vector2.Zero);
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if (requiresMasking)
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sizableContainer.Masking = true;
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sizableContainer.MoveTo(targetRect.Location, duration, Easing.OutQuart);
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sizableContainer.ResizeTo(targetRect.Size, duration, Easing.OutQuart);
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// Of note, this will not work great in the case of nested ScalingContainers where multiple are applying corner radius.
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// Masking and corner radius should likely only be applied at one point in the full game stack to fix this.
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// An example of how this can occur is when the skin editor is visible and the game screen scaling is set to "Everything".
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sizableContainer.TransformTo(nameof(CornerRadius), requiresMasking ? corner_radius : 0, duration, requiresMasking ? Easing.OutQuart : Easing.None)
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.OnComplete(_ => { sizableContainer.Masking = requiresMasking; });
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}
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private class ScalingBackgroundScreen : BackgroundScreenDefault
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{
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protected override bool AllowStoryboardBackground => false;
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public override void OnEntering(IScreen last)
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{
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this.FadeInFromZero(4000, Easing.OutQuint);
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}
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}
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private class SizeableAlwaysInputContainer : Container
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{
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[Resolved]
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private GameHost host { get; set; }
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[Resolved]
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private ISafeArea safeArea { get; set; }
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private readonly bool confineHostCursor;
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private readonly LayoutValue cursorRectCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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/// <summary>
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/// Container used for sizing/positioning purposes in <see cref="ScalingContainer"/>. Always receives mouse input.
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/// </summary>
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/// <param name="confineHostCursor">Whether to confine the host cursor to the draw area of this container.</param>
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/// <remarks>Cursor confinement will abide by the <see cref="OsuSetting.ConfineMouseMode"/> setting.</remarks>
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public SizeableAlwaysInputContainer(bool confineHostCursor)
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{
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RelativeSizeAxes = Axes.Both;
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this.confineHostCursor = confineHostCursor;
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if (confineHostCursor)
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AddLayout(cursorRectCache);
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}
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protected override void Update()
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{
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base.Update();
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if (confineHostCursor && !cursorRectCache.IsValid)
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{
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updateHostCursorConfineRect();
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cursorRectCache.Validate();
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}
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}
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private void updateHostCursorConfineRect()
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{
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if (host.Window == null) return;
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bool coversWholeScreen = Size == Vector2.One && safeArea.SafeAreaPadding.Value.Total == Vector2.Zero;
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host.Window.CursorConfineRect = coversWholeScreen ? (RectangleF?)null : ToScreenSpace(DrawRectangle).AABBFloat;
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}
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}
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}
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}
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