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osu-lazer/osu.Game.Rulesets.Osu/UI/Cursor/OsuCursorContainer.cs

103 lines
3.1 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.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Osu.Configuration;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu.UI.Cursor
{
public class OsuCursorContainer : GameplayCursorContainer, IKeyBindingHandler<OsuAction>
{
protected override Drawable CreateCursor() => new OsuCursor();
protected override Container<Drawable> Content => fadeContainer;
private readonly Container<Drawable> fadeContainer;
private readonly Bindable<bool> showTrail = new Bindable<bool>(true);
private readonly CursorTrail cursorTrail;
public OsuCursorContainer()
{
InternalChild = fadeContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
cursorTrail = new CursorTrail { Depth = 1 }
}
};
}
[BackgroundDependencyLoader(true)]
private void load(OsuRulesetConfigManager config)
{
config?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
showTrail.BindValueChanged(v => cursorTrail.FadeTo(v.NewValue ? 1 : 0, 200), true);
}
private int downCount;
private void updateExpandedState()
{
if (downCount > 0)
(ActiveCursor as OsuCursor)?.Expand();
else
(ActiveCursor as OsuCursor)?.Contract();
}
public bool OnPressed(OsuAction action)
{
switch (action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
downCount++;
updateExpandedState();
break;
}
return false;
}
public bool OnReleased(OsuAction action)
{
switch (action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
// Todo: Math.Max() is required as a temporary measure to address https://github.com/ppy/osu-framework/issues/2576
downCount = Math.Max(0, downCount - 1);
if (downCount == 0)
updateExpandedState();
break;
}
return false;
}
public override bool HandlePositionalInput => true; // OverlayContainer will set this false when we go hidden, but we always want to receive input.
protected override void PopIn()
{
fadeContainer.FadeTo(1, 300, Easing.OutQuint);
ActiveCursor.ScaleTo(1, 400, Easing.OutQuint);
}
protected override void PopOut()
{
fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
}
}
}