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https://github.com/ppy/osu.git
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152 lines
5.2 KiB
C#
152 lines
5.2 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.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.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public class OsuCursorContainer : GameplayCursorContainer, IKeyBindingHandler<OsuAction>
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{
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protected override Drawable CreateCursor() => new OsuCursor();
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protected override Container<Drawable> Content => fadeContainer;
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private readonly Container<Drawable> fadeContainer;
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private readonly Bindable<bool> showTrail = new Bindable<bool>(true);
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private readonly Drawable cursorTrail;
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public Bindable<float> CursorScale;
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private Bindable<float> userCursorScale;
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private Bindable<bool> autoCursorScale;
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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public OsuCursorContainer()
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{
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InternalChild = fadeContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = cursorTrail = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.CursorTrail), _ => new DefaultCursorTrail(), confineMode: ConfineMode.NoScaling)
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, OsuRulesetConfigManager rulesetConfig, IBindable<WorkingBeatmap> beatmap)
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{
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rulesetConfig?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
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this.beatmap.BindTo(beatmap);
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this.beatmap.ValueChanged += _ => calculateScale();
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userCursorScale = config.GetBindable<float>(OsuSetting.GameplayCursorSize);
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userCursorScale.ValueChanged += _ => calculateScale();
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autoCursorScale = config.GetBindable<bool>(OsuSetting.AutoCursorSize);
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autoCursorScale.ValueChanged += _ => calculateScale();
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CursorScale = new Bindable<float>();
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CursorScale.ValueChanged += e => ActiveCursor.Scale = cursorTrail.Scale = new Vector2(e.NewValue);
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calculateScale();
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}
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private void calculateScale()
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{
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float scale = userCursorScale.Value;
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if (autoCursorScale.Value && beatmap.Value != null)
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{
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// if we have a beatmap available, let's get its circle size to figure out an automatic cursor scale modifier.
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scale *= 1f - 0.7f * (1f + beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize - BeatmapDifficulty.DEFAULT_DIFFICULTY) / BeatmapDifficulty.DEFAULT_DIFFICULTY;
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}
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CursorScale.Value = scale;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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showTrail.BindValueChanged(v => cursorTrail.FadeTo(v.NewValue ? 1 : 0, 200), true);
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}
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private int downCount;
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private void updateExpandedState()
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{
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if (downCount > 0)
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(ActiveCursor as OsuCursor)?.Expand();
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else
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(ActiveCursor as OsuCursor)?.Contract();
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}
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public bool OnPressed(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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updateExpandedState();
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break;
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}
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return false;
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}
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public bool OnReleased(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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// Todo: Math.Max() is required as a temporary measure to address https://github.com/ppy/osu-framework/issues/2576
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downCount = Math.Max(0, downCount - 1);
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if (downCount == 0)
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updateExpandedState();
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break;
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}
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return false;
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}
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public override bool HandlePositionalInput => true; // OverlayContainer will set this false when we go hidden, but we always want to receive input.
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protected override void PopIn()
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{
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fadeContainer.FadeTo(1, 300, Easing.OutQuint);
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ActiveCursor.ScaleTo(CursorScale.Value, 400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
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ActiveCursor.ScaleTo(CursorScale.Value * 0.8f, 450, Easing.OutQuint);
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}
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private class DefaultCursorTrail : CursorTrail
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{
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Texture = textures.Get(@"Cursor/cursortrail");
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Scale = new Vector2(1 / Texture.ScaleAdjust);
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}
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}
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}
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}
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