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osu-lazer/osu.Game/Graphics/Cursor/GameplayCursor.cs
2017-05-15 12:54:56 +09:00

149 lines
5.8 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
namespace osu.Game.Graphics.Cursor
{
public class GameplayCursor : CursorContainer
{
protected override Drawable CreateCursor() => new OsuCursor();
public GameplayCursor()
{
Add(new CursorTrail { Depth = 1 });
}
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
ActiveCursor.Scale = new Vector2(1);
ActiveCursor.ScaleTo(1.2f, 100, EasingTypes.OutQuad);
return base.OnMouseDown(state, args);
}
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
{
if (!state.Mouse.HasMainButtonPressed)
ActiveCursor.ScaleTo(1, 200, EasingTypes.OutQuad);
return base.OnMouseUp(state, args);
}
public class OsuCursor : Container
{
private Container cursorContainer;
private Bindable<double> cursorScale;
private Bindable<bool> autoCursorScale;
private Bindable<WorkingBeatmap> beatmap;
public OsuCursor()
{
Origin = Anchor.Centre;
Size = new Vector2(42);
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, OsuGameBase game)
{
Children = new Drawable[]
{
cursorContainer = new CircularContainer
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = Size.X / 6,
BorderColour = Color4.White,
EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Pink.Opacity(0.5f),
Radius = 5,
},
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true,
},
new CircularContainer
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = Size.X / 3,
BorderColour = Color4.White.Opacity(0.5f),
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true,
},
},
},
new CircularContainer
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Scale = new Vector2(0.1f),
Masking = true,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.White,
},
},
},
}
},
};
beatmap = game.Beatmap.GetBoundCopy();
beatmap.ValueChanged += v => calculateScale();
cursorScale = config.GetBindable<double>(OsuSetting.GameplayCursorSize);
cursorScale.ValueChanged += v => calculateScale();
autoCursorScale = config.GetBindable<bool>(OsuSetting.AutoCursorSize);
autoCursorScale.ValueChanged += v => calculateScale();
calculateScale();
}
private void calculateScale()
{
float scale = (float)cursorScale.Value;
if (autoCursorScale && beatmap.Value != null)
{
// if we have a beatmap available, let's get its circle size to figure out an automatic cursor scale modifier.
scale *= (float)(1 - 0.7 * (1 + beatmap.Value.BeatmapInfo.Difficulty.CircleSize - BeatmapDifficulty.DEFAULT_DIFFICULTY) / BeatmapDifficulty.DEFAULT_DIFFICULTY);
}
cursorContainer.Scale = new Vector2(scale);
}
}
}
}