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osu-lazer/osu.Game.Rulesets.Osu/UI/Cursor/OsuCursorContainer.cs
2019-03-25 22:00:33 +09:00

84 lines
2.4 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 osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu.UI.Cursor
{
public class OsuCursorContainer : GameplayCursorContainer, IKeyBindingHandler<OsuAction>
{
protected override Drawable CreateCursor() => new OsuCursor();
protected override Container<Drawable> Content => fadeContainer;
private readonly Container<Drawable> fadeContainer;
public OsuCursorContainer()
{
InternalChild = fadeContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new CursorTrail { Depth = 1 }
}
};
}
private int downCount;
private void updateExpandedState()
{
if (downCount > 0)
(ActiveCursor as OsuCursor)?.Expand();
else
(ActiveCursor as OsuCursor)?.Contract();
}
public bool OnPressed(OsuAction action)
{
switch (action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
downCount++;
updateExpandedState();
break;
}
return false;
}
public bool OnReleased(OsuAction action)
{
switch (action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
if (--downCount == 0)
updateExpandedState();
break;
}
return false;
}
public override bool HandlePositionalInput => true; // OverlayContainer will set this false when we go hidden, but we always want to receive input.
protected override void PopIn()
{
fadeContainer.FadeTo(1, 300, Easing.OutQuint);
ActiveCursor.ScaleTo(1, 400, Easing.OutQuint);
}
protected override void PopOut()
{
fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
}
}
}