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osu-lazer/osu.Game.Rulesets.Mania/UI/Column.cs
2017-08-07 17:34:57 +09:00

247 lines
8.9 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Input;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Colour;
using osu.Framework.Input;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using System;
using osu.Framework.Configuration;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Judgements;
namespace osu.Game.Rulesets.Mania.UI
{
public class Column : ScrollingPlayfield<ManiaHitObject, ManiaJudgement>, IHasAccentColour
{
private const float key_icon_size = 10;
private const float key_icon_corner_radius = 3;
private const float key_icon_border_radius = 2;
private const float hit_target_height = 10;
private const float hit_target_bar_height = 2;
private const float column_width = 45;
private const float special_column_width = 70;
/// <summary>
/// The key that will trigger input actions for this column and hit objects contained inside it.
/// </summary>
public Bindable<Key> Key = new Bindable<Key>();
private readonly Box background;
private readonly Container hitTargetBar;
private readonly Container keyIcon;
protected override Container<Drawable> Content => content;
private readonly Container<Drawable> content;
public Column()
: base(Axes.Y)
{
Width = column_width;
InternalChildren = new Drawable[]
{
background = new Box
{
Name = "Foreground",
RelativeSizeAxes = Axes.Both,
Alpha = 0.2f
},
new Container
{
Name = "Hit target + hit objects",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = ManiaPlayfield.HIT_TARGET_POSITION },
Children = new Drawable[]
{
new Container
{
Name = "Hit target",
RelativeSizeAxes = Axes.X,
Height = hit_target_height,
Children = new Drawable[]
{
new Box
{
Name = "Background",
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black
},
hitTargetBar = new Container
{
Name = "Bar",
RelativeSizeAxes = Axes.X,
Height = hit_target_bar_height,
Masking = true,
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both
}
}
}
}
},
content = new Container
{
Name = "Hit objects",
RelativeSizeAxes = Axes.Both,
},
// For column lighting, we need to capture input events before the notes
new InputTarget
{
KeyDown = onKeyDown,
KeyUp = onKeyUp
}
}
},
new Container
{
Name = "Key",
RelativeSizeAxes = Axes.X,
Height = ManiaPlayfield.HIT_TARGET_POSITION,
Children = new Drawable[]
{
new Box
{
Name = "Key gradient",
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(Color4.Black, Color4.Black.Opacity(0)),
Alpha = 0.5f
},
keyIcon = new Container
{
Name = "Key icon",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(key_icon_size),
Masking = true,
CornerRadius = key_icon_corner_radius,
BorderThickness = 2,
BorderColour = Color4.White, // Not true
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
}
}
}
}
}
};
}
public override Axes RelativeSizeAxes => Axes.Y;
private bool isSpecial;
public bool IsSpecial
{
get { return isSpecial; }
set
{
if (isSpecial == value)
return;
isSpecial = value;
Width = isSpecial ? special_column_width : column_width;
}
}
private Color4 accentColour;
public Color4 AccentColour
{
get { return accentColour; }
set
{
if (accentColour == value)
return;
accentColour = value;
background.Colour = accentColour;
hitTargetBar.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Radius = 5,
Colour = accentColour.Opacity(0.5f),
};
keyIcon.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Radius = 5,
Colour = accentColour.Opacity(0.5f),
};
}
}
/// <summary>
/// Adds a DrawableHitObject to this Playfield.
/// </summary>
/// <param name="hitObject">The DrawableHitObject to add.</param>
public override void Add(DrawableHitObject<ManiaHitObject, ManiaJudgement> hitObject)
{
hitObject.AccentColour = AccentColour;
HitObjects.Add(hitObject);
}
private bool onKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat)
return false;
if (args.Key == Key)
{
background.FadeTo(background.Alpha + 0.2f, 50, Easing.OutQuint);
keyIcon.ScaleTo(1.4f, 50, Easing.OutQuint);
}
return false;
}
private bool onKeyUp(InputState state, KeyUpEventArgs args)
{
if (args.Key == Key)
{
background.FadeTo(0.2f, 800, Easing.OutQuart);
keyIcon.ScaleTo(1f, 400, Easing.OutQuart);
}
return false;
}
/// <summary>
/// This is a simple container which delegates various input events that have to be captured before the notes.
/// </summary>
private class InputTarget : Container
{
public Func<InputState, KeyDownEventArgs, bool> KeyDown;
public Func<InputState, KeyUpEventArgs, bool> KeyUp;
public InputTarget()
{
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
Alpha = 0;
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) => KeyDown?.Invoke(state, args) ?? false;
protected override bool OnKeyUp(InputState state, KeyUpEventArgs args) => KeyUp?.Invoke(state, args) ?? false;
}
}
}