mirror of
https://github.com/ppy/osu.git
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177 lines
5.9 KiB
C#
177 lines
5.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public class OsuCursorContainer : GameplayCursorContainer, IKeyBindingHandler<OsuAction>
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{
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protected override Drawable CreateCursor() => new OsuCursor();
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protected override Container<Drawable> Content => fadeContainer;
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private readonly Container<Drawable> fadeContainer;
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private readonly Bindable<bool> showTrail = new Bindable<bool>(true);
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private readonly Drawable cursorTrail;
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public IBindable<float> CursorScale => cursorScale;
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private readonly Bindable<float> cursorScale = new BindableFloat(1);
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private Bindable<float> userCursorScale;
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private Bindable<bool> autoCursorScale;
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public OsuCursorContainer()
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{
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InternalChild = fadeContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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cursorTrail = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.CursorTrail), _ => new DefaultCursorTrail(), confineMode: ConfineMode.NoScaling),
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new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.CursorParticles), confineMode: ConfineMode.NoScaling),
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}
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};
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}
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[Resolved(canBeNull: true)]
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private GameplayState state { get; set; }
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[Resolved]
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private OsuConfigManager config { get; set; }
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, OsuRulesetConfigManager rulesetConfig)
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{
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rulesetConfig?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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showTrail.BindValueChanged(v => cursorTrail.FadeTo(v.NewValue ? 1 : 0, 200), true);
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userCursorScale = config.GetBindable<float>(OsuSetting.GameplayCursorSize);
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userCursorScale.ValueChanged += _ => calculateScale();
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autoCursorScale = config.GetBindable<bool>(OsuSetting.AutoCursorSize);
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autoCursorScale.ValueChanged += _ => calculateScale();
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CursorScale.BindValueChanged(e =>
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{
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var newScale = new Vector2(e.NewValue);
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ActiveCursor.Scale = newScale;
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cursorTrail.Scale = newScale;
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}, true);
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calculateScale();
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}
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/// <summary>
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/// Get the scale applicable to the ActiveCursor based on a beatmap's circle size.
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/// </summary>
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public static float GetScaleForCircleSize(float circleSize) =>
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1f - 0.7f * (1f + circleSize - BeatmapDifficulty.DEFAULT_DIFFICULTY) / BeatmapDifficulty.DEFAULT_DIFFICULTY;
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private void calculateScale()
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{
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float scale = userCursorScale.Value;
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if (autoCursorScale.Value && state != null)
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{
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// if we have a beatmap available, let's get its circle size to figure out an automatic cursor scale modifier.
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scale *= GetScaleForCircleSize(state.Beatmap.Difficulty.CircleSize);
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}
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cursorScale.Value = scale;
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var newScale = new Vector2(scale);
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ActiveCursor.ScaleTo(newScale, 400, Easing.OutQuint);
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cursorTrail.Scale = newScale;
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}
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private int downCount;
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private void updateExpandedState()
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{
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if (downCount > 0)
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(ActiveCursor as OsuCursor)?.Expand();
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else
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(ActiveCursor as OsuCursor)?.Contract();
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}
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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{
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switch (e.Action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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updateExpandedState();
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break;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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switch (e.Action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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// Todo: Math.Max() is required as a temporary measure to address https://github.com/ppy/osu-framework/issues/2576
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downCount = Math.Max(0, downCount - 1);
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if (downCount == 0)
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updateExpandedState();
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break;
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}
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}
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public override bool HandlePositionalInput => true; // OverlayContainer will set this false when we go hidden, but we always want to receive input.
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protected override void PopIn()
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{
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fadeContainer.FadeTo(1, 300, Easing.OutQuint);
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ActiveCursor.ScaleTo(CursorScale.Value, 400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
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ActiveCursor.ScaleTo(CursorScale.Value * 0.8f, 450, Easing.OutQuint);
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}
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private class DefaultCursorTrail : CursorTrail
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{
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Texture = textures.Get(@"Cursor/cursortrail");
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Scale = new Vector2(1 / Texture.ScaleAdjust);
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}
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}
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}
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}
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