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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBody.cs
2024-02-27 23:18:29 +03:00

72 lines
3.5 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.Extensions.Color4Extensions;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Skinning;
using osu.Game.Utils;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public partial class LegacySliderBody : PlaySliderBody
{
protected override DrawableSliderPath CreateSliderPath() => new LegacyDrawableSliderPath();
protected override Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour)
{
// legacy skins use a constant value for slider track alpha, regardless of the source colour.
return base.GetBodyAccentColour(skin, hitObjectAccentColour).Opacity(0.7f);
}
private partial class LegacyDrawableSliderPath : DrawableSliderPath
{
protected override Color4 ColourAt(float position)
{
// https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Graphics/Renderers/MmSliderRendererGL.cs#L99
// float aaWidth = Math.Min(Math.Max(0.5f / PathRadius, 3.0f / 256.0f), 1.0f / 16.0f);
// applying the aa_width constant from stable makes sliders blurry, especially on CS>5. set to zero for now.
// this might be related to SmoothPath applying AA internally, but disabling that does not seem to have much of an effect.
const float aa_width = 0f;
Color4 shadow = new Color4(0, 0, 0, 0.25f);
Color4 outerColour = AccentColour.Darken(0.1f);
Color4 innerColour = lighten(AccentColour, 0.5f);
// https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Graphics/Renderers/MmSliderRendererGL.cs#L59-L70
const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS);
const float border_portion = 0.1875f;
if (position <= shadow_portion - aa_width)
return LegacyUtils.InterpolateNonLinear(position, Color4.Black.Opacity(0f), shadow, 0, shadow_portion - aa_width);
if (position <= shadow_portion + aa_width)
return LegacyUtils.InterpolateNonLinear(position, shadow, BorderColour, shadow_portion - aa_width, shadow_portion + aa_width);
if (position <= border_portion - aa_width)
return BorderColour;
if (position <= border_portion + aa_width)
return LegacyUtils.InterpolateNonLinear(position, BorderColour, outerColour, border_portion - aa_width, border_portion + aa_width);
return LegacyUtils.InterpolateNonLinear(position, outerColour, innerColour, border_portion + aa_width, 1);
}
/// <summary>
/// Lightens a colour in a way more friendly to dark or strong colours.
/// </summary>
private static Color4 lighten(Color4 color, float amount)
{
amount *= 0.5f;
return new Color4(
Math.Min(1, color.R * (1 + 0.5f * amount) + 1 * amount),
Math.Min(1, color.G * (1 + 0.5f * amount) + 1 * amount),
Math.Min(1, color.B * (1 + 0.5f * amount) + 1 * amount),
color.A);
}
}
}
}