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osu-lazer/osu.Game/Graphics/Cursor/MenuCursor.cs
Dean Herbert 7be5c638e4 Fix floating mouse position not running correctly in single thread mode
Noticed while testing on iOS. Previously, the interpolation was being
done in input handling but using the update thread clock, leading to
incorrect application.
2022-07-20 00:22:45 +09:00

215 lines
7.7 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 JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osuTK;
namespace osu.Game.Graphics.Cursor
{
public class MenuCursor : CursorContainer
{
private readonly IBindable<bool> screenshotCursorVisibility = new Bindable<bool>(true);
public override bool IsPresent => screenshotCursorVisibility.Value && base.IsPresent;
protected override Drawable CreateCursor() => activeCursor = new Cursor();
private Cursor activeCursor;
private Bindable<bool> cursorRotate;
private DragRotationState dragRotationState;
private Vector2 positionMouseDown;
private Sample tapSample;
private Vector2 lastMovePosition;
[BackgroundDependencyLoader(true)]
private void load([NotNull] OsuConfigManager config, [CanBeNull] ScreenshotManager screenshotManager, AudioManager audio)
{
cursorRotate = config.GetBindable<bool>(OsuSetting.CursorRotation);
if (screenshotManager != null)
screenshotCursorVisibility.BindTo(screenshotManager.CursorVisibility);
tapSample = audio.Samples.Get(@"UI/cursor-tap");
}
protected override void Update()
{
base.Update();
if (dragRotationState != DragRotationState.NotDragging
&& Vector2.Distance(positionMouseDown, lastMovePosition) > 60)
{
// make the rotation centre point floating.
positionMouseDown = Interpolation.ValueAt(0.04f, positionMouseDown, lastMovePosition, 0, Clock.ElapsedFrameTime);
}
}
protected override bool OnMouseMove(MouseMoveEvent e)
{
if (dragRotationState != DragRotationState.NotDragging)
{
lastMovePosition = e.MousePosition;
float distance = Vector2Extensions.Distance(lastMovePosition, positionMouseDown);
// don't start rotating until we're moved a minimum distance away from the mouse down location,
// else it can have an annoying effect.
if (dragRotationState == DragRotationState.DragStarted && distance > 80)
dragRotationState = DragRotationState.Rotating;
// don't rotate when distance is zero to avoid NaN
if (dragRotationState == DragRotationState.Rotating && distance > 0)
{
Vector2 offset = e.MousePosition - positionMouseDown;
float degrees = MathUtils.RadiansToDegrees(MathF.Atan2(-offset.X, offset.Y)) + 24.3f;
// Always rotate in the direction of least distance
float diff = (degrees - activeCursor.Rotation) % 360;
if (diff < -180) diff += 360;
if (diff > 180) diff -= 360;
degrees = activeCursor.Rotation + diff;
activeCursor.RotateTo(degrees, 120, Easing.OutQuint);
}
}
return base.OnMouseMove(e);
}
protected override bool OnMouseDown(MouseDownEvent e)
{
if (State.Value == Visibility.Visible)
{
// only trigger animation for main mouse buttons
activeCursor.Scale = new Vector2(1);
activeCursor.ScaleTo(0.90f, 800, Easing.OutQuint);
activeCursor.AdditiveLayer.Alpha = 0;
activeCursor.AdditiveLayer.FadeInFromZero(800, Easing.OutQuint);
if (cursorRotate.Value && dragRotationState != DragRotationState.Rotating)
{
// if cursor is already rotating don't reset its rotate origin
dragRotationState = DragRotationState.DragStarted;
positionMouseDown = e.MousePosition;
}
playTapSample();
}
return base.OnMouseDown(e);
}
protected override void OnMouseUp(MouseUpEvent e)
{
if (!e.HasAnyButtonPressed)
{
activeCursor.AdditiveLayer.FadeOutFromOne(500, Easing.OutQuint);
activeCursor.ScaleTo(1, 500, Easing.OutElastic);
if (dragRotationState != DragRotationState.NotDragging)
{
activeCursor.RotateTo(0, 400 * (0.5f + Math.Abs(activeCursor.Rotation / 960)), Easing.OutElasticQuarter);
dragRotationState = DragRotationState.NotDragging;
}
if (State.Value == Visibility.Visible)
playTapSample(0.8);
}
base.OnMouseUp(e);
}
protected override void PopIn()
{
activeCursor.FadeTo(1, 250, Easing.OutQuint);
activeCursor.ScaleTo(1, 400, Easing.OutQuint);
}
protected override void PopOut()
{
activeCursor.FadeTo(0, 250, Easing.OutQuint);
activeCursor.ScaleTo(0.6f, 250, Easing.In);
}
private void playTapSample(double baseFrequency = 1f)
{
const float random_range = 0.02f;
SampleChannel channel = tapSample.GetChannel();
// Scale to [-0.75, 0.75] so that the sample isn't fully panned left or right (sounds weird)
channel.Balance.Value = ((activeCursor.X / DrawWidth) * 2 - 1) * 0.75;
channel.Frequency.Value = baseFrequency - (random_range / 2f) + RNG.NextDouble(random_range);
channel.Volume.Value = baseFrequency;
channel.Play();
}
public class Cursor : Container
{
private Container cursorContainer;
private Bindable<float> cursorScale;
private const float base_scale = 0.15f;
public Sprite AdditiveLayer;
public Cursor()
{
AutoSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, TextureStore textures, OsuColour colour)
{
Children = new Drawable[]
{
cursorContainer = new Container
{
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Sprite
{
Texture = textures.Get(@"Cursor/menu-cursor"),
},
AdditiveLayer = new Sprite
{
Blending = BlendingParameters.Additive,
Colour = colour.Pink,
Alpha = 0,
Texture = textures.Get(@"Cursor/menu-cursor-additive"),
},
}
}
};
cursorScale = config.GetBindable<float>(OsuSetting.MenuCursorSize);
cursorScale.BindValueChanged(scale => cursorContainer.Scale = new Vector2(scale.NewValue * base_scale), true);
}
}
private enum DragRotationState
{
NotDragging,
DragStarted,
Rotating,
}
}
}