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osu-lazer/osu.Game.Rulesets.Osu/UI/OsuResumeOverlay.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

121 lines
3.6 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.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Screens.Play;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.UI
{
public partial class OsuResumeOverlay : ResumeOverlay
{
private Container cursorScaleContainer;
private OsuClickToResumeCursor clickToResumeCursor;
private OsuCursorContainer localCursorContainer;
public override CursorContainer LocalCursor => State.Value == Visibility.Visible ? localCursorContainer : null;
protected override LocalisableString Message => "Click the orange cursor to resume";
[BackgroundDependencyLoader]
private void load()
{
Add(cursorScaleContainer = new Container
{
Child = clickToResumeCursor = new OsuClickToResumeCursor { ResumeRequested = Resume }
});
}
protected override void PopIn()
{
base.PopIn();
GameplayCursor.ActiveCursor.Hide();
cursorScaleContainer.Position = ToLocalSpace(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre);
clickToResumeCursor.Appear();
if (localCursorContainer == null)
Add(localCursorContainer = new OsuCursorContainer());
}
protected override void PopOut()
{
base.PopOut();
localCursorContainer?.Expire();
localCursorContainer = null;
GameplayCursor?.ActiveCursor.Show();
}
protected override bool OnHover(HoverEvent e) => true;
public partial class OsuClickToResumeCursor : OsuCursor, IKeyBindingHandler<OsuAction>
{
public override bool HandlePositionalInput => true;
public Action ResumeRequested;
public OsuClickToResumeCursor()
{
RelativePositionAxes = Axes.Both;
}
protected override bool OnHover(HoverEvent e)
{
updateColour();
return base.OnHover(e);
}
protected override void OnHoverLost(HoverLostEvent e)
{
updateColour();
base.OnHoverLost(e);
}
public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
{
switch (e.Action)
{
case OsuAction.LeftButton:
case OsuAction.RightButton:
if (!IsHovered)
return false;
this.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
ResumeRequested?.Invoke();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
{
}
public void Appear() => Schedule(() =>
{
updateColour();
this.ScaleTo(4).Then().ScaleTo(1, 1000, Easing.OutQuint);
});
private void updateColour()
{
this.FadeColour(IsHovered ? Color4.White : Color4.Orange, 400, Easing.OutQuint);
}
}
}
}