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osu-lazer/osu.Game.Rulesets.Osu/UI/Cursor/OsuCursor.cs
rushiiMachine c087578e01
Force minimum cursor size for OsuResumeOverlay
On cursor sizes below 0.3x it becomes exceedingly difficult to quickly locate and then accurately click the resume cursor on the pause overlay as it could as big as a handful of pixels. This clamps the minimum cursor size to 1x for the resume overlay, which is way more comfortable and more closely resembles stable.
2023-12-26 10:07:21 -08:00

192 lines
6.9 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Osu.Skinning;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.UI.Cursor
{
public partial class OsuCursor : SkinReloadableDrawable
{
public const float SIZE = 28;
private const float pressed_scale = 1.2f;
private const float released_scale = 1f;
private bool cursorExpand;
private SkinnableDrawable cursorSprite;
private Container cursorScaleContainer = null!;
private Drawable expandTarget => (cursorSprite.Drawable as OsuCursorSprite)?.ExpandTarget ?? cursorSprite;
public IBindable<float> CursorScale => cursorScale;
private readonly Bindable<float> cursorScale = new BindableFloat(1);
private Bindable<float> userCursorScale = null!;
private Bindable<bool> autoCursorScale = null!;
[Resolved(canBeNull: true)]
private GameplayState state { get; set; }
[Resolved]
private OsuConfigManager config { get; set; }
public OsuCursor()
{
Origin = Anchor.Centre;
Size = new Vector2(SIZE);
}
[BackgroundDependencyLoader]
private void load()
{
InternalChild = cursorScaleContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Child = cursorSprite = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.Cursor), _ => new DefaultCursor(), confineMode: ConfineMode.NoScaling)
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
}
};
userCursorScale = config.GetBindable<float>(OsuSetting.GameplayCursorSize);
userCursorScale.ValueChanged += _ => cursorScale.Value = CalculateCursorScale();
autoCursorScale = config.GetBindable<bool>(OsuSetting.AutoCursorSize);
autoCursorScale.ValueChanged += _ => cursorScale.Value = CalculateCursorScale();
cursorScale.BindValueChanged(e => cursorScaleContainer.Scale = new Vector2(e.NewValue), true);
}
protected override void LoadComplete()
{
base.LoadComplete();
cursorScale.Value = CalculateCursorScale();
}
protected virtual float CalculateCursorScale()
{
float scale = userCursorScale.Value;
if (autoCursorScale.Value && state != null)
{
// if we have a beatmap available, let's get its circle size to figure out an automatic cursor scale modifier.
scale *= GetScaleForCircleSize(state.Beatmap.Difficulty.CircleSize);
}
return scale;
}
protected override void SkinChanged(ISkinSource skin)
{
cursorExpand = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.CursorExpand)?.Value ?? true;
}
public void Expand()
{
if (!cursorExpand) return;
expandTarget.ScaleTo(released_scale).ScaleTo(pressed_scale, 400, Easing.OutElasticHalf);
}
public void Contract() => expandTarget.ScaleTo(released_scale, 400, Easing.OutQuad);
/// <summary>
/// Get the scale applicable to the ActiveCursor based on a beatmap's circle size.
/// </summary>
public static float GetScaleForCircleSize(float circleSize) =>
1f - 0.7f * (1f + circleSize - BeatmapDifficulty.DEFAULT_DIFFICULTY) / BeatmapDifficulty.DEFAULT_DIFFICULTY;
private partial class DefaultCursor : OsuCursorSprite
{
public DefaultCursor()
{
RelativeSizeAxes = Axes.Both;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
InternalChildren = new[]
{
ExpandTarget = new CircularContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = SIZE / 6,
BorderColour = Color4.White,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Pink.Opacity(0.5f),
Radius = 5,
},
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true,
},
new CircularContainer
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = SIZE / 3,
BorderColour = Color4.White.Opacity(0.5f),
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true,
},
},
},
},
},
new Circle
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Scale = new Vector2(0.14f),
Colour = new Color4(34, 93, 204, 255),
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Radius = 8,
Colour = Color4.White,
},
},
};
}
}
}
}