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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Default/SpinnerRotationTracker.cs
2023-10-17 17:48:45 +09:00

135 lines
4.4 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 System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Screens.Play;
using osuTK;
namespace osu.Game.Rulesets.Osu.Skinning.Default
{
public partial class SpinnerRotationTracker : CircularContainer
{
public override bool IsPresent => true; // handle input when hidden
private readonly DrawableSpinner drawableSpinner;
private Vector2? mousePosition;
private float? lastAngle;
private float currentRotation;
private bool rotationTransferred;
[Resolved(canBeNull: true)]
private IGameplayClock? gameplayClock { get; set; }
public SpinnerRotationTracker(DrawableSpinner drawableSpinner)
{
this.drawableSpinner = drawableSpinner;
drawableSpinner.HitObjectApplied += resetState;
RelativeSizeAxes = Axes.Both;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
public bool Tracking { get; set; }
/// <summary>
/// Whether the spinning is spinning at a reasonable speed to be considered visually spinning.
/// </summary>
public readonly BindableBool IsSpinning = new BindableBool();
/// <summary>
/// Whether currently in the correct time range to allow spinning.
/// </summary>
private bool isSpinnableTime => drawableSpinner.HitObject.StartTime <= Time.Current && drawableSpinner.HitObject.EndTime > Time.Current;
protected override bool OnMouseMove(MouseMoveEvent e)
{
mousePosition = Parent!.ToLocalSpace(e.ScreenSpaceMousePosition);
return base.OnMouseMove(e);
}
protected override void Update()
{
base.Update();
if (mousePosition is Vector2 pos)
{
float thisAngle = -MathUtils.RadiansToDegrees(MathF.Atan2(pos.X - DrawSize.X / 2, pos.Y - DrawSize.Y / 2));
float delta = lastAngle == null ? 0 : thisAngle - lastAngle.Value;
// Normalise the delta to -180 .. 180
if (delta > 180) delta -= 360;
if (delta < -180) delta += 360;
if (Tracking)
AddRotation(delta);
lastAngle = thisAngle;
}
IsSpinning.Value = isSpinnableTime && Math.Abs(currentRotation - Rotation) > 10f;
Rotation = (float)Interpolation.Damp(Rotation, currentRotation, 0.99, Math.Abs(Time.Elapsed));
}
/// <summary>
/// Rotate the disc by the provided angle (in addition to any existing rotation).
/// </summary>
/// <remarks>
/// Will be a no-op if not a valid time to spin.
/// </remarks>
/// <param name="delta">The delta angle.</param>
public void AddRotation(float delta)
{
if (!isSpinnableTime)
return;
if (!rotationTransferred)
{
currentRotation = Rotation;
rotationTransferred = true;
}
currentRotation += delta;
double rate = gameplayClock?.GetTrueGameplayRate() ?? Clock.Rate;
Debug.Assert(Math.Abs(delta) <= 180);
// rate has to be applied each frame, because it's not guaranteed to be constant throughout playback
// (see: ModTimeRamp)
drawableSpinner.Result.TotalRotation += (float)(Math.Abs(delta) * rate);
}
private void resetState(DrawableHitObject obj)
{
Tracking = false;
IsSpinning.Value = false;
mousePosition = null;
lastAngle = null;
currentRotation = 0;
Rotation = 0;
rotationTransferred = false;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (drawableSpinner.IsNotNull())
drawableSpinner.HitObjectApplied -= resetState;
}
}
}