mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 20:53:26 +08:00
185 lines
6.4 KiB
C#
185 lines
6.4 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Sprites;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
using osu.Game.Rulesets.Taiko.UI;
|
|
using osu.Game.Skinning;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
|
|
{
|
|
/// <summary>
|
|
/// A component of the playfield that captures input and displays input as a drum.
|
|
/// </summary>
|
|
internal class LegacyInputDrum : Container
|
|
{
|
|
private LegacyHalfDrum left;
|
|
private LegacyHalfDrum right;
|
|
private Container content;
|
|
|
|
public LegacyInputDrum()
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(ISkinSource skin)
|
|
{
|
|
Child = content = new Container
|
|
{
|
|
Size = new Vector2(180, 200),
|
|
Children = new Drawable[]
|
|
{
|
|
new Sprite
|
|
{
|
|
Texture = skin.GetTexture("taiko-bar-left")
|
|
},
|
|
left = new LegacyHalfDrum(false)
|
|
{
|
|
Name = "Left Half",
|
|
RelativeSizeAxes = Axes.Both,
|
|
RimAction = TaikoAction.LeftRim,
|
|
CentreAction = TaikoAction.LeftCentre
|
|
},
|
|
right = new LegacyHalfDrum(true)
|
|
{
|
|
Name = "Right Half",
|
|
RelativeSizeAxes = Axes.Both,
|
|
Origin = Anchor.TopRight,
|
|
Scale = new Vector2(-1, 1),
|
|
RimAction = TaikoAction.RightRim,
|
|
CentreAction = TaikoAction.RightCentre
|
|
}
|
|
}
|
|
};
|
|
|
|
// this will be used in the future for stable skin alignment. keeping here for reference.
|
|
const float taiko_bar_y = 0;
|
|
|
|
// stable things
|
|
const float ratio = 1.6f;
|
|
|
|
// because the right half is flipped, we need to position using width - position to get the true "topleft" origin position
|
|
float negativeScaleAdjust = content.Width / ratio;
|
|
|
|
if (skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value >= 2.1m)
|
|
{
|
|
left.Centre.Position = new Vector2(0, taiko_bar_y) * ratio;
|
|
right.Centre.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio;
|
|
left.Rim.Position = new Vector2(0, taiko_bar_y) * ratio;
|
|
right.Rim.Position = new Vector2(negativeScaleAdjust - 56, taiko_bar_y) * ratio;
|
|
}
|
|
else
|
|
{
|
|
left.Centre.Position = new Vector2(18, taiko_bar_y + 31) * ratio;
|
|
right.Centre.Position = new Vector2(negativeScaleAdjust - 54, taiko_bar_y + 31) * ratio;
|
|
left.Rim.Position = new Vector2(8, taiko_bar_y + 23) * ratio;
|
|
right.Rim.Position = new Vector2(negativeScaleAdjust - 53, taiko_bar_y + 23) * ratio;
|
|
}
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements.
|
|
// This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement.
|
|
content.Scale = new Vector2(DrawHeight / content.Size.Y);
|
|
}
|
|
|
|
/// <summary>
|
|
/// A half-drum. Contains one centre and one rim hit.
|
|
/// </summary>
|
|
private class LegacyHalfDrum : Container, IKeyBindingHandler<TaikoAction>
|
|
{
|
|
/// <summary>
|
|
/// The key to be used for the rim of the half-drum.
|
|
/// </summary>
|
|
public TaikoAction RimAction;
|
|
|
|
/// <summary>
|
|
/// The key to be used for the centre of the half-drum.
|
|
/// </summary>
|
|
public TaikoAction CentreAction;
|
|
|
|
public readonly Sprite Rim;
|
|
public readonly Sprite Centre;
|
|
|
|
[Resolved]
|
|
private DrumSampleTriggerSource sampleTriggerSource { get; set; }
|
|
|
|
public LegacyHalfDrum(bool flipped)
|
|
{
|
|
Masking = true;
|
|
|
|
Children = new Drawable[]
|
|
{
|
|
Rim = new Sprite
|
|
{
|
|
Scale = new Vector2(-1, 1),
|
|
Origin = flipped ? Anchor.TopLeft : Anchor.TopRight,
|
|
Alpha = 0,
|
|
},
|
|
Centre = new Sprite
|
|
{
|
|
Alpha = 0,
|
|
Origin = flipped ? Anchor.TopRight : Anchor.TopLeft,
|
|
}
|
|
};
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(ISkinSource skin)
|
|
{
|
|
Rim.Texture = skin.GetTexture(@"taiko-drum-outer");
|
|
Centre.Texture = skin.GetTexture(@"taiko-drum-inner");
|
|
}
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
|
|
{
|
|
Drawable target = null;
|
|
|
|
if (e.Action == CentreAction)
|
|
{
|
|
target = Centre;
|
|
sampleTriggerSource.Play(HitType.Centre);
|
|
}
|
|
else if (e.Action == RimAction)
|
|
{
|
|
target = Rim;
|
|
sampleTriggerSource.Play(HitType.Rim);
|
|
}
|
|
|
|
if (target != null)
|
|
{
|
|
const float alpha_amount = 1;
|
|
|
|
const float down_time = 80;
|
|
const float up_time = 50;
|
|
|
|
target.Animate(
|
|
t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time)
|
|
).Then(
|
|
t => t.FadeOut(up_time)
|
|
);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
|
|
{
|
|
}
|
|
}
|
|
}
|
|
}
|