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https://github.com/ppy/osu.git
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329 lines
11 KiB
C#
329 lines
11 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osuTK;
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namespace osu.Game.Graphics.Cursor
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{
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public partial class MenuCursorContainer : CursorContainer
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{
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private readonly IBindable<bool> screenshotCursorVisibility = new Bindable<bool>(true);
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public override bool IsPresent => screenshotCursorVisibility.Value && base.IsPresent;
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private bool hideCursorOnNonMouseInput;
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public bool HideCursorOnNonMouseInput
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{
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get => hideCursorOnNonMouseInput;
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set
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{
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if (hideCursorOnNonMouseInput == value)
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return;
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hideCursorOnNonMouseInput = value;
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updateState();
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}
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}
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protected override Drawable CreateCursor() => activeCursor = new Cursor();
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private Cursor activeCursor = null!;
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private DragRotationState dragRotationState;
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private Vector2 positionMouseDown;
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private Vector2 lastMovePosition;
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private Bindable<bool> cursorRotate = null!;
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private Sample tapSample = null!;
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private MouseInputDetector mouseInputDetector = null!;
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private bool visible;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, ScreenshotManager? screenshotManager, AudioManager audio)
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{
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cursorRotate = config.GetBindable<bool>(OsuSetting.CursorRotation);
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if (screenshotManager != null)
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screenshotCursorVisibility.BindTo(screenshotManager.CursorVisibility);
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tapSample = audio.Samples.Get(@"UI/cursor-tap");
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Add(mouseInputDetector = new MouseInputDetector());
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}
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[Resolved]
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private OsuGame? game { get; set; }
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private readonly IBindable<bool> lastInputWasMouse = new BindableBool();
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private readonly IBindable<bool> gameActive = new BindableBool(true);
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private readonly IBindable<bool> gameIdle = new BindableBool();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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lastInputWasMouse.BindTo(mouseInputDetector.LastInputWasMouseSource);
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lastInputWasMouse.BindValueChanged(_ => updateState(), true);
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if (game != null)
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{
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gameIdle.BindTo(game.IsIdle);
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gameIdle.BindValueChanged(_ => updateState());
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gameActive.BindTo(game.IsActive);
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gameActive.BindValueChanged(_ => updateState());
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}
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}
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protected override void UpdateState(ValueChangedEvent<Visibility> state) => updateState();
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private void updateState()
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{
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bool combinedVisibility = getCursorVisibility();
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if (visible == combinedVisibility)
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return;
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visible = combinedVisibility;
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if (visible)
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PopIn();
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else
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PopOut();
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}
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private bool getCursorVisibility()
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{
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// do not display when explicitly set to hidden state.
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if (State.Value == Visibility.Hidden)
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return false;
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// only hide cursor when game is focused, otherwise it should always be displayed.
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if (gameActive.Value)
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{
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// do not display when last input is not mouse.
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if (hideCursorOnNonMouseInput && !lastInputWasMouse.Value)
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return false;
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// do not display when game is idle.
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if (gameIdle.Value)
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return false;
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}
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return true;
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}
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protected override void Update()
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{
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base.Update();
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if (dragRotationState != DragRotationState.NotDragging
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&& Vector2.Distance(positionMouseDown, lastMovePosition) > 60)
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{
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// make the rotation centre point floating.
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positionMouseDown = Interpolation.ValueAt(0.04f, positionMouseDown, lastMovePosition, 0, Clock.ElapsedFrameTime);
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}
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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if (dragRotationState != DragRotationState.NotDragging)
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{
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lastMovePosition = e.MousePosition;
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float distance = Vector2Extensions.Distance(lastMovePosition, positionMouseDown);
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// don't start rotating until we're moved a minimum distance away from the mouse down location,
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// else it can have an annoying effect.
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if (dragRotationState == DragRotationState.DragStarted && distance > 80)
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dragRotationState = DragRotationState.Rotating;
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// don't rotate when distance is zero to avoid NaN
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if (dragRotationState == DragRotationState.Rotating && distance > 0)
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{
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Vector2 offset = e.MousePosition - positionMouseDown;
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float degrees = MathUtils.RadiansToDegrees(MathF.Atan2(-offset.X, offset.Y)) + 24.3f;
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// Always rotate in the direction of least distance
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float diff = (degrees - activeCursor.Rotation) % 360;
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if (diff < -180) diff += 360;
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if (diff > 180) diff -= 360;
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degrees = activeCursor.Rotation + diff;
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activeCursor.RotateTo(degrees, 120, Easing.OutQuint);
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}
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}
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return base.OnMouseMove(e);
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (State.Value == Visibility.Visible)
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{
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// only trigger animation for main mouse buttons
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activeCursor.Scale = new Vector2(1);
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activeCursor.ScaleTo(0.90f, 800, Easing.OutQuint);
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activeCursor.AdditiveLayer.Alpha = 0;
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activeCursor.AdditiveLayer.FadeInFromZero(800, Easing.OutQuint);
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if (cursorRotate.Value && dragRotationState != DragRotationState.Rotating)
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{
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// if cursor is already rotating don't reset its rotate origin
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dragRotationState = DragRotationState.DragStarted;
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positionMouseDown = e.MousePosition;
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}
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playTapSample();
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}
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return base.OnMouseDown(e);
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (!e.HasAnyButtonPressed)
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{
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activeCursor.AdditiveLayer.FadeOutFromOne(500, Easing.OutQuint);
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activeCursor.ScaleTo(1, 500, Easing.OutElastic);
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if (dragRotationState != DragRotationState.NotDragging)
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{
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activeCursor.RotateTo(0, 400 * (0.5f + Math.Abs(activeCursor.Rotation / 960)), Easing.OutElasticQuarter);
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dragRotationState = DragRotationState.NotDragging;
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}
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if (State.Value == Visibility.Visible)
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playTapSample(0.8);
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}
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base.OnMouseUp(e);
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}
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protected override void PopIn()
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{
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activeCursor.FadeTo(1, 250, Easing.OutQuint);
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activeCursor.ScaleTo(1, 400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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activeCursor.FadeTo(0, 250, Easing.OutQuint);
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activeCursor.ScaleTo(0.6f, 250, Easing.In);
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}
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private void playTapSample(double baseFrequency = 1f)
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{
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const float random_range = 0.02f;
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SampleChannel channel = tapSample.GetChannel();
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// Scale to [-0.75, 0.75] so that the sample isn't fully panned left or right (sounds weird)
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channel.Balance.Value = ((activeCursor.X / DrawWidth) * 2 - 1) * OsuGameBase.SFX_STEREO_STRENGTH;
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channel.Frequency.Value = baseFrequency - (random_range / 2f) + RNG.NextDouble(random_range);
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channel.Volume.Value = baseFrequency;
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channel.Play();
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}
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public partial class Cursor : Container
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{
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private Container cursorContainer = null!;
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private Bindable<float> cursorScale = null!;
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private const float base_scale = 0.15f;
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public Sprite AdditiveLayer = null!;
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public Cursor()
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{
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AutoSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, TextureStore textures, OsuColour colour)
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{
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Children = new Drawable[]
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{
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cursorContainer = new Container
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{
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Sprite
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{
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Texture = textures.Get(@"Cursor/menu-cursor"),
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},
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AdditiveLayer = new Sprite
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{
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Blending = BlendingParameters.Additive,
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Colour = colour.Pink,
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Alpha = 0,
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Texture = textures.Get(@"Cursor/menu-cursor-additive"),
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},
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}
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}
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};
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cursorScale = config.GetBindable<float>(OsuSetting.MenuCursorSize);
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cursorScale.BindValueChanged(scale => cursorContainer.Scale = new Vector2(scale.NewValue * base_scale), true);
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}
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}
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private partial class MouseInputDetector : Component
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{
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/// <summary>
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/// Whether the last input applied to the game is sourced from mouse.
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/// </summary>
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public IBindable<bool> LastInputWasMouseSource => lastInputWasMouseSource;
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private readonly Bindable<bool> lastInputWasMouseSource = new Bindable<bool>();
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public MouseInputDetector()
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{
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RelativeSizeAxes = Axes.Both;
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}
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protected override bool Handle(UIEvent e)
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{
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switch (e)
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{
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case MouseDownEvent:
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case MouseMoveEvent:
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lastInputWasMouseSource.Value = true;
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return false;
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case KeyDownEvent keyDown when !keyDown.Repeat:
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case JoystickPressEvent:
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case MidiDownEvent:
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lastInputWasMouseSource.Value = false;
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return false;
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}
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return false;
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}
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}
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private enum DragRotationState
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{
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NotDragging,
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DragStarted,
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Rotating,
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}
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}
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}
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