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osu-lazer/osu.Game.Mode.Osu/Objects/Drawables/DrawableSlider.cs
2016-12-06 16:58:12 +09:00

317 lines
10 KiB
C#

// Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu-framework/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Modes.Objects.Drawables;
using OpenTK;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transformations;
using OpenTK.Graphics;
using osu.Framework.Input;
using OpenTK.Graphics.ES30;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Textures;
using osu.Game.Configuration;
using osu.Framework.Configuration;
using System;
namespace osu.Game.Modes.Osu.Objects.Drawables
{
class DrawableSlider : DrawableOsuHitObject
{
private Slider slider;
private DrawableHitCircle startCircle;
private Container ball;
private Body body;
public DrawableSlider(Slider s) : base(s)
{
slider = s;
Origin = Anchor.TopLeft;
Position = Vector2.Zero;
RelativeSizeAxes = Axes.Both;
Children = new Drawable[]
{
body = new Body(s)
{
Position = s.Position,
},
ball = new Ball(),
startCircle = new DrawableHitCircle(new HitCircle
{
StartTime = s.StartTime,
Position = s.Position,
Colour = s.Colour,
})
{
Depth = -1 //override time-based depth.
},
};
}
private Bindable<bool> snakingIn;
private Bindable<bool> snakingOut;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
snakingIn = config.GetBindable<bool>(OsuConfig.SnakingInSliders);
snakingOut = config.GetBindable<bool>(OsuConfig.SnakingOutSliders);
}
protected override void LoadComplete()
{
base.LoadComplete();
//force application of the state that was set before we loaded.
UpdateState(State);
body.PathWidth = 32;
}
private void computeProgress(out int repeat, out double progress)
{
progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
repeat = (int)(progress * slider.RepeatCount);
progress = (progress * slider.RepeatCount) % 1;
if (repeat % 2 == 1)
progress = 1 - progress;
}
private void updateBall(double progress)
{
ball.Alpha = Time.Current >= slider.StartTime && Time.Current <= slider.EndTime ? 1 : 0;
ball.Position = slider.Curve.PositionAt(progress);
}
private void updateBody(int repeat, double progress)
{
double start = 0;
double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - TIME_PREEMPT)) / TIME_FADEIN, 0, 1) : 1;
if (repeat >= slider.RepeatCount - 1)
{
if (Math.Min(repeat, slider.RepeatCount - 1) % 2 == 1)
{
start = 0;
end = snakingOut ? progress : 1;
}
else
{
start = snakingOut ? progress : 0;
end = 1;
}
}
body.SetRange(start, end);
}
protected override void Update()
{
base.Update();
double progress;
int repeat;
computeProgress(out repeat, out progress);
updateBall(progress);
updateBody(repeat, progress);
}
protected override void CheckJudgement(bool userTriggered)
{
var j = Judgement as OsuJudgementInfo;
var sc = startCircle.Judgement as OsuJudgementInfo;
if (!userTriggered && Time.Current >= HitObject.EndTime)
{
j.Score = sc.Score;
j.Result = sc.Result;
}
}
protected override void UpdateState(ArmedState state)
{
base.UpdateState(state);
Delay(HitObject.Duration);
FadeOut(300);
}
private class Ball : Container
{
private Box follow;
public Ball()
{
Masking = true;
AutoSizeAxes = Axes.Both;
BlendingMode = BlendingMode.Additive;
Origin = Anchor.Centre;
Children = new Drawable[]
{
follow = new Box
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Colour = Color4.Orange,
Width = 64,
Height = 64,
},
new Container
{
Masking = true,
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Colour = Color4.Cyan,
CornerRadius = 32,
Children = new[]
{
new Box
{
Width = 64,
Height = 64,
},
}
}
};
}
private InputState lastState;
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
lastState = state;
return base.OnMouseDown(state, args);
}
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
{
lastState = state;
return base.OnMouseUp(state, args);
}
protected override bool OnMouseMove(InputState state)
{
lastState = state;
return base.OnMouseMove(state);
}
bool tracking;
protected bool Tracking
{
get { return tracking; }
set
{
if (value == tracking) return;
tracking = value;
follow.ScaleTo(tracking ? 2.4f : 1, 140, EasingTypes.Out);
follow.FadeTo(tracking ? 0.8f : 0, 140, EasingTypes.Out);
}
}
protected override void Update()
{
base.Update();
CornerRadius = DrawWidth / 2;
Tracking = lastState != null && Contains(lastState.Mouse.NativeState.Position) && lastState.Mouse.HasMainButtonPressed;
}
}
private class Body : Container
{
private Path path;
private BufferedContainer container;
public float PathWidth
{
get { return path.PathWidth; }
set { path.PathWidth = value; }
}
private double? drawnProgressStart;
private double? drawnProgressEnd;
private Slider slider;
public Body(Slider s)
{
slider = s;
Children = new Drawable[]
{
container = new BufferedContainer
{
CacheDrawnFrameBuffer = true,
Children = new Drawable[]
{
path = new Path
{
Colour = s.Colour,
BlendingMode = BlendingMode.None,
},
}
}
};
container.Attach(RenderbufferInternalFormat.DepthComponent16);
}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
// Surprisingly, this looks somewhat okay and works well as a test for self-overlaps.
// TODO: Don't do this.
path.Texture = textures.Get(@"Menu/logo");
}
public void SetRange(double p0, double p1)
{
if (p0 > p1)
MathHelper.Swap(ref p0, ref p1);
if (updateSnaking(p0, p1))
{
// Autosizing does not give us the desired behaviour here.
// We want the container to have the same size as the slider,
// and to be positioned such that the slider head is at (0,0).
container.Size = path.Size;
container.Position = -path.PositionInBoundingBox(slider.Curve.PositionAt(0) - currentCurve[0]);
container.ForceRedraw();
}
}
private List<Vector2> currentCurve = new List<Vector2>();
private bool updateSnaking(double p0, double p1)
{
if (drawnProgressStart == p0 && drawnProgressEnd == p1) return false;
drawnProgressStart = p0;
drawnProgressEnd = p1;
slider.Curve.GetPathToProgress(currentCurve, p0, p1);
path.ClearVertices();
foreach (Vector2 p in currentCurve)
path.AddVertex(p - currentCurve[0]);
return true;
}
}
}
}