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132 lines
4.2 KiB
C#
132 lines
4.2 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.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public class SpinnerRotationTracker : CircularContainer
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{
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public override bool IsPresent => true; // handle input when hidden
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private readonly DrawableSpinner drawableSpinner;
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public SpinnerRotationTracker(DrawableSpinner drawableSpinner)
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{
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this.drawableSpinner = drawableSpinner;
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drawableSpinner.HitObjectApplied += resetState;
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RelativeSizeAxes = Axes.Both;
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public bool Tracking { get; set; }
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/// <summary>
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/// Whether the spinning is spinning at a reasonable speed to be considered visually spinning.
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/// </summary>
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public readonly BindableBool IsSpinning = new BindableBool();
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/// <summary>
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/// Whether currently in the correct time range to allow spinning.
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/// </summary>
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private bool isSpinnableTime => drawableSpinner.HitObject.StartTime <= Time.Current && drawableSpinner.HitObject.EndTime > Time.Current;
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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mousePosition = Parent.ToLocalSpace(e.ScreenSpaceMousePosition);
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return base.OnMouseMove(e);
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}
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private Vector2 mousePosition;
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private float lastAngle;
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private float currentRotation;
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private bool rotationTransferred;
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[Resolved(canBeNull: true)]
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private GameplayClock gameplayClock { get; set; }
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protected override void Update()
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{
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base.Update();
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var thisAngle = -MathUtils.RadiansToDegrees(MathF.Atan2(mousePosition.X - DrawSize.X / 2, mousePosition.Y - DrawSize.Y / 2));
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var delta = thisAngle - lastAngle;
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if (Tracking)
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AddRotation(delta);
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lastAngle = thisAngle;
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IsSpinning.Value = isSpinnableTime && Math.Abs(currentRotation / 2 - Rotation) > 5f;
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Rotation = (float)Interpolation.Damp(Rotation, currentRotation / 2, 0.99, Math.Abs(Time.Elapsed));
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}
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/// <summary>
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/// Rotate the disc by the provided angle (in addition to any existing rotation).
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/// </summary>
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/// <remarks>
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/// Will be a no-op if not a valid time to spin.
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/// </remarks>
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/// <param name="angle">The delta angle.</param>
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public void AddRotation(float angle)
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{
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if (!isSpinnableTime)
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return;
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if (!rotationTransferred)
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{
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currentRotation = Rotation * 2;
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rotationTransferred = true;
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}
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if (angle > 180)
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{
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lastAngle += 360;
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angle -= 360;
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}
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else if (-angle > 180)
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{
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lastAngle -= 360;
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angle += 360;
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}
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currentRotation += angle;
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// rate has to be applied each frame, because it's not guaranteed to be constant throughout playback
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// (see: ModTimeRamp)
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drawableSpinner.Result.RateAdjustedRotation += (float)(Math.Abs(angle) * (gameplayClock?.TrueGameplayRate ?? Clock.Rate));
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}
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private void resetState(DrawableHitObject obj)
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{
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Tracking = false;
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IsSpinning.Value = false;
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mousePosition = default;
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lastAngle = currentRotation = Rotation = 0;
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rotationTransferred = false;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableSpinner != null)
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drawableSpinner.HitObjectApplied -= resetState;
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}
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}
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}
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