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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyMainCirclePiece.cs
Bartłomiej Dach 0ae4a0f11f
Adjust gameplay element maximum size limits for backwards compatibility
The new limits were chosen by sampling across over 4000 skins. The
methodology for doing so is described in the following gist:

	https://gist.github.com/bdach/6228ba41d128b23d1f89142f404108a3
2023-10-05 20:37:10 +02:00

185 lines
7.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
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.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public partial class LegacyMainCirclePiece : CompositeDrawable
{
public override bool RemoveCompletedTransforms => false;
/// <summary>
/// A prioritised prefix to perform texture lookups with.
/// </summary>
private readonly string? priorityLookupPrefix;
private readonly bool hasNumber;
protected LegacyKiaiFlashingDrawable CircleSprite = null!;
protected LegacyKiaiFlashingDrawable OverlaySprite = null!;
protected Container OverlayLayer { get; private set; } = null!;
private SkinnableSpriteText hitCircleText = null!;
private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
[Resolved(canBeNull: true)] // Can't really be null but required to handle potential of disposal before DI completes.
private DrawableHitObject? drawableObject { get; set; }
[Resolved]
private ISkinSource skin { get; set; } = null!;
public LegacyMainCirclePiece(string? priorityLookupPrefix = null, bool hasNumber = true)
{
this.priorityLookupPrefix = priorityLookupPrefix;
this.hasNumber = hasNumber;
Size = OsuHitObject.OBJECT_DIMENSIONS;
}
[BackgroundDependencyLoader]
private void load()
{
var drawableOsuObject = (DrawableOsuHitObject?)drawableObject;
// if a base texture for the specified prefix exists, continue using it for subsequent lookups.
// otherwise fall back to the default prefix "hitcircle".
string circleName = (priorityLookupPrefix != null && skin.GetTexture(priorityLookupPrefix) != null) ? priorityLookupPrefix : @"hitcircle";
// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
// the conditional 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.
InternalChildren = new[]
{
CircleSprite = new LegacyKiaiFlashingDrawable(() => new Sprite { Texture = skin.GetTexture(circleName)?.WithMaximumSize(OsuHitObject.OBJECT_DIMENSIONS * 2) })
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
OverlayLayer = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Child = OverlaySprite = new LegacyKiaiFlashingDrawable(() => skin.GetAnimation(@$"{circleName}overlay", true, true, frameLength: 1000 / 2d, maxSize: OsuHitObject.OBJECT_DIMENSIONS * 2))
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
}
};
if (hasNumber)
{
OverlayLayer.Add(hitCircleText = new SkinnableSpriteText(new OsuSkinComponentLookup(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, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
if (overlayAboveNumber)
OverlayLayer.ChangeChildDepth(OverlaySprite, float.MinValue);
if (drawableOsuObject != null)
{
accentColour.BindTo(drawableOsuObject.AccentColour);
indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
}
}
protected override void LoadComplete()
{
base.LoadComplete();
accentColour.BindValueChanged(colour =>
{
Color4 objectColour = colour.NewValue;
int add = Math.Max(25, 300 - (int)(objectColour.R * 255) - (int)(objectColour.G * 255) - (int)(objectColour.B * 255));
var kiaiTintColour = new Color4(
(byte)Math.Min((byte)(objectColour.R * 255) + add, 255),
(byte)Math.Min((byte)(objectColour.G * 255) + add, 255),
(byte)Math.Min((byte)(objectColour.B * 255) + add, 255),
255);
CircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue);
OverlaySprite.KiaiGlowColour = CircleSprite.KiaiGlowColour = LegacyColourCompatibility.DisallowZeroAlpha(kiaiTintColour);
}, true);
if (hasNumber)
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
if (drawableObject != null)
{
drawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableObject, drawableObject.State.Value);
}
}
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
const double legacy_fade_duration = 240;
using (BeginAbsoluteSequence(drawableObject.AsNonNull().HitStateUpdateTime))
{
switch (state)
{
case ArmedState.Hit:
CircleSprite.FadeOut(legacy_fade_duration);
CircleSprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
OverlaySprite.FadeOut(legacy_fade_duration);
OverlaySprite.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
if (hasNumber)
{
decimal? legacyVersion = skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.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);
else
{
// old skins scale and fade it normally along other pieces.
hitCircleText.FadeOut(legacy_fade_duration);
hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
}
}
break;
}
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (drawableObject != null)
drawableObject.ApplyCustomUpdateState -= updateStateTransforms;
}
}
}