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189 lines
7.8 KiB
C#
189 lines
7.8 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 JetBrains.Annotations;
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using osu.Framework.Allocation;
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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.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Skinning
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{
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public class LegacyColumnBackground : LegacyManiaColumnElement, IKeyBindingHandler<ManiaAction>
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{
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly bool isLastColumn;
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[CanBeNull]
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private readonly LegacyStageBackground stageBackground;
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private Container hitTargetContainer;
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private Container lightContainer;
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private Sprite light;
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private Drawable hitTarget;
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private float hitPosition;
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public LegacyColumnBackground(bool isLastColumn, [CanBeNull] LegacyStageBackground stageBackground)
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{
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this.isLastColumn = isLastColumn;
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this.stageBackground = stageBackground;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, IScrollingInfo scrollingInfo)
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{
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string lightImage = skin.GetManiaSkinConfig<string>(LegacyManiaSkinConfigurationLookups.LightImage)?.Value
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?? "mania-stage-light";
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float leftLineWidth = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.LeftLineWidth)
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?.Value ?? 1;
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float rightLineWidth = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.RightLineWidth)
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?.Value ?? 1;
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bool hasLeftLine = leftLineWidth > 0;
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bool hasRightLine = rightLineWidth > 0 && skin.GetConfig<LegacySkinConfiguration.LegacySetting, decimal>(LegacySkinConfiguration.LegacySetting.Version)?.Value >= 2.4m
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|| isLastColumn;
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bool hasHitTarget = Column.Index == 0 || stageBackground == null;
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hitPosition = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.HitPosition)?.Value
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?? Stage.HIT_TARGET_POSITION;
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float lightPosition = GetColumnSkinConfig<float>(skin, LegacyManiaSkinConfigurationLookups.LightPosition)?.Value
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?? 0;
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Color4 lineColour = GetColumnSkinConfig<Color4>(skin, LegacyManiaSkinConfigurationLookups.ColumnLineColour)?.Value
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?? Color4.White;
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Color4 backgroundColour = GetColumnSkinConfig<Color4>(skin, LegacyManiaSkinConfigurationLookups.ColumnBackgroundColour)?.Value
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?? Color4.Black;
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Color4 lightColour = GetColumnSkinConfig<Color4>(skin, LegacyManiaSkinConfigurationLookups.ColumnLightColour)?.Value
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?? Color4.White;
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Drawable background;
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InternalChildren = new[]
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{
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background = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = backgroundColour
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},
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hitTargetContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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// In legacy skins, the hit target takes on the full stage size and is sandwiched between the column background and the column light.
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// To simulate this effect in lazer's hierarchy, the hit target is added to the first column's background and manually extended to the full size of the stage.
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// Adding to the first columns allows depth issues to be resolved - if it were added to the last column, the previous column lights would appear below it.
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// This still means that the hit target will appear below the next column backgrounds, but that's a much easier problem to solve by proxying the backgrounds below.
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hitTarget = new LegacyHitTarget
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{
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RelativeSizeAxes = Axes.Y,
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Alpha = hasHitTarget ? 1 : 0
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},
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new Box
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{
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RelativeSizeAxes = Axes.Y,
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Width = leftLineWidth,
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Scale = new Vector2(0.740f, 1),
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Colour = lineColour,
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Alpha = hasLeftLine ? 1 : 0
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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RelativeSizeAxes = Axes.Y,
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Width = rightLineWidth,
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Scale = new Vector2(0.740f, 1),
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Colour = lineColour,
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Alpha = hasRightLine ? 1 : 0
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}
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}
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},
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lightContainer = new Container
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{
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Bottom = lightPosition },
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Child = light = new Sprite
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Colour = lightColour,
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Texture = skin.GetTexture(lightImage),
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RelativeSizeAxes = Axes.X,
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Width = 1,
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Alpha = 0
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}
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}
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};
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// Resolve depth issues with the hit target appearing under the next column backgrounds by proxying to the stage background (always below the columns).
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stageBackground?.AddColumnBackground(background.CreateProxy());
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direction.BindTo(scrollingInfo.Direction);
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direction.BindValueChanged(onDirectionChanged, true);
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}
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private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
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{
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if (direction.NewValue == ScrollingDirection.Up)
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{
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lightContainer.Anchor = Anchor.TopCentre;
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lightContainer.Scale = new Vector2(1, -1);
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hitTargetContainer.Padding = new MarginPadding { Top = hitPosition };
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}
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else
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{
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lightContainer.Anchor = Anchor.BottomCentre;
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lightContainer.Scale = Vector2.One;
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hitTargetContainer.Padding = new MarginPadding { Bottom = hitPosition };
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}
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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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hitTarget.Width = stageBackground?.DrawWidth ?? DrawWidth;
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}
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public bool OnPressed(ManiaAction action)
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{
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if (action == Column.Action.Value)
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{
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light.FadeIn();
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light.ScaleTo(Vector2.One);
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}
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return false;
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}
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public void OnReleased(ManiaAction action)
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{
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// Todo: Should be 400 * 100 / CurrentBPM
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const double animation_length = 250;
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if (action == Column.Action.Value)
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{
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light.FadeTo(0, animation_length);
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light.ScaleTo(new Vector2(1, 0), animation_length);
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}
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}
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}
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}
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