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osu-lazer/osu.Game.Rulesets.Osu/UI/Cursor/OsuCursorContainer.cs
Salman Ahmed 75fbbb35ad Move cursor scale application within OsuCursor
Doing so takes down two birds with one stone.
 1. `ResumeOverlay` having to manually apply cursor scale to its "resume
cursor".
 2. Resume cursor input handling scaling up with the gameplay setting. Now, only the sprite itself gets scaled.
2023-11-06 18:30:55 +03:00

136 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.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Osu.Configuration;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Osu.UI.Cursor
{
public partial class OsuCursorContainer : GameplayCursorContainer, IKeyBindingHandler<OsuAction>
{
public new OsuCursor ActiveCursor => (OsuCursor)base.ActiveCursor;
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 Drawable cursorTrail;
private readonly CursorRippleVisualiser rippleVisualiser;
public OsuCursorContainer()
{
InternalChild = fadeContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new[]
{
cursorTrail = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.CursorTrail), _ => new DefaultCursorTrail(), confineMode: ConfineMode.NoScaling),
rippleVisualiser = new CursorRippleVisualiser(),
new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.CursorParticles), confineMode: ConfineMode.NoScaling),
}
};
}
[BackgroundDependencyLoader(true)]
private void load(OsuRulesetConfigManager rulesetConfig)
{
rulesetConfig?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
}
protected override void LoadComplete()
{
base.LoadComplete();
showTrail.BindValueChanged(v => cursorTrail.FadeTo(v.NewValue ? 1 : 0, 200), true);
ActiveCursor.CursorScale.BindValueChanged(e =>
{
var newScale = new Vector2(e.NewValue);
rippleVisualiser.CursorScale = newScale;
cursorTrail.Scale = newScale;
}, true);
}
private int downCount;
private void updateExpandedState()
{
if (downCount > 0)
ActiveCursor.Expand();
else
ActiveCursor.Contract();
}
public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
{
switch (e.Action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
downCount++;
updateExpandedState();
break;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
{
switch (e.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;
}
}
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(1f, 400, Easing.OutQuint);
}
protected override void PopOut()
{
fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
}
private partial class DefaultCursorTrail : CursorTrail
{
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
Texture = textures.Get(@"Cursor/cursortrail");
Scale = new Vector2(1 / Texture.ScaleAdjust);
}
}
}
}