mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 23:23:04 +08:00
99 lines
4.8 KiB
C#
99 lines
4.8 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.
|
|
|
|
using System;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Screens.Play.HUD;
|
|
using osu.Game.Skinning;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Extensions
|
|
{
|
|
public static class DrawableExtensions
|
|
{
|
|
public const double REPEAT_INTERVAL = 70;
|
|
public const double INITIAL_DELAY = 250;
|
|
|
|
/// <summary>
|
|
/// Helper method that is used while <see cref="IKeyBindingHandler"/> doesn't support repetitions of <see cref="IKeyBindingHandler{T}.OnPressed"/>.
|
|
/// Simulates repetitions by continually invoking a delegate according to the default key repeat rate.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The returned delegate can be cancelled to stop repeat events from firing (usually in <see cref="IKeyBindingHandler{T}.OnReleased"/>).
|
|
/// </remarks>
|
|
/// <param name="handler">The <see cref="IKeyBindingHandler{T}"/> which is handling the repeat.</param>
|
|
/// <param name="scheduler">The <see cref="Scheduler"/> to schedule repetitions on.</param>
|
|
/// <param name="action">The <see cref="Action"/> to be invoked once immediately and with every repetition.</param>
|
|
/// <param name="initialRepeatDelay">The delay imposed on the first repeat. Defaults to <see cref="INITIAL_DELAY"/>.</param>
|
|
/// <returns>A <see cref="ScheduledDelegate"/> which can be cancelled to stop the repeat events from firing.</returns>
|
|
public static ScheduledDelegate BeginKeyRepeat(this IKeyBindingHandler handler, Scheduler scheduler, Action action, double initialRepeatDelay = INITIAL_DELAY)
|
|
{
|
|
action();
|
|
|
|
ScheduledDelegate repeatDelegate = new ScheduledDelegate(action, handler.Time.Current + initialRepeatDelay, REPEAT_INTERVAL);
|
|
scheduler.Add(repeatDelegate);
|
|
return repeatDelegate;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shakes this drawable.
|
|
/// </summary>
|
|
/// <param name="target">The target to shake.</param>
|
|
/// <param name="shakeDuration">The length of a single shake.</param>
|
|
/// <param name="shakeMagnitude">Pixels of displacement per shake.</param>
|
|
/// <param name="maximumLength">The maximum length the shake should last.</param>
|
|
public static void Shake(this Drawable target, double shakeDuration = 80, float shakeMagnitude = 8, double? maximumLength = null)
|
|
{
|
|
// if we don't have enough time, don't bother shaking.
|
|
if (maximumLength < shakeDuration * 2)
|
|
return;
|
|
|
|
var sequence = target.MoveToX(shakeMagnitude, shakeDuration / 2, Easing.OutSine).Then()
|
|
.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
|
|
|
|
// if we don't have enough time for the second shake, skip it.
|
|
if (!maximumLength.HasValue || maximumLength >= shakeDuration * 4)
|
|
{
|
|
sequence = sequence
|
|
.MoveToX(shakeMagnitude, shakeDuration, Easing.InOutSine).Then()
|
|
.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
|
|
}
|
|
|
|
sequence.MoveToX(0, shakeDuration / 2, Easing.InSine);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Accepts a delta vector in screen-space coordinates and converts it to one which can be applied to this drawable's position.
|
|
/// </summary>
|
|
/// <param name="drawable">The drawable.</param>
|
|
/// <param name="delta">A delta in screen-space coordinates.</param>
|
|
/// <returns>The delta vector in Parent's coordinates.</returns>
|
|
public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
|
|
drawable.Parent.ToLocalSpace(drawable.Parent.ToScreenSpace(Vector2.Zero) + delta);
|
|
|
|
public static SkinnableInfo CreateSkinnableInfo(this Drawable component) => new SkinnableInfo(component);
|
|
|
|
public static void ApplySkinnableInfo(this Drawable component, SkinnableInfo info)
|
|
{
|
|
// todo: can probably make this better via deserialisation directly using a common interface.
|
|
component.Position = info.Position;
|
|
component.Rotation = info.Rotation;
|
|
component.Scale = info.Scale;
|
|
component.Anchor = info.Anchor;
|
|
component.Origin = info.Origin;
|
|
|
|
if (component is ISkinnableDrawable skinnable)
|
|
skinnable.UsesFixedAnchor = info.UsesFixedAnchor;
|
|
|
|
if (component is Container container)
|
|
{
|
|
foreach (var child in info.Children)
|
|
container.Add(child.CreateInstance());
|
|
}
|
|
}
|
|
}
|
|
}
|