2020-04-03 09:15:24 +00:00
|
|
|
// 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.
|
|
|
|
|
2021-04-29 06:29:25 +00:00
|
|
|
using osu.Framework.Graphics;
|
2023-06-06 07:07:00 +00:00
|
|
|
using osu.Framework.Platform;
|
2021-04-29 06:29:25 +00:00
|
|
|
using osuTK;
|
2020-04-03 09:15:24 +00:00
|
|
|
|
|
|
|
namespace osu.Game.Extensions
|
|
|
|
{
|
|
|
|
public static class DrawableExtensions
|
|
|
|
{
|
2021-09-14 05:44:23 +00:00
|
|
|
/// <summary>
|
2021-09-14 20:50:45 +00:00
|
|
|
/// Shakes this drawable.
|
2021-09-14 05:44:23 +00:00
|
|
|
/// </summary>
|
|
|
|
/// <param name="target">The target to shake.</param>
|
|
|
|
/// <param name="shakeDuration">The length of a single shake.</param>
|
|
|
|
/// <param name="shakeMagnitude">Pixels of displacement per shake.</param>
|
|
|
|
/// <param name="maximumLength">The maximum length the shake should last.</param>
|
|
|
|
public static void Shake(this Drawable target, double shakeDuration = 80, float shakeMagnitude = 8, double? maximumLength = null)
|
|
|
|
{
|
|
|
|
// if we don't have enough time, don't bother shaking.
|
|
|
|
if (maximumLength < shakeDuration * 2)
|
|
|
|
return;
|
|
|
|
|
|
|
|
var sequence = target.MoveToX(shakeMagnitude, shakeDuration / 2, Easing.OutSine).Then()
|
|
|
|
.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
|
|
|
|
|
|
|
|
// if we don't have enough time for the second shake, skip it.
|
|
|
|
if (!maximumLength.HasValue || maximumLength >= shakeDuration * 4)
|
|
|
|
{
|
|
|
|
sequence = sequence
|
|
|
|
.MoveToX(shakeMagnitude, shakeDuration, Easing.InOutSine).Then()
|
|
|
|
.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
|
|
|
|
}
|
|
|
|
|
|
|
|
sequence.MoveToX(0, shakeDuration / 2, Easing.InSine);
|
|
|
|
}
|
|
|
|
|
2021-04-29 06:29:25 +00:00
|
|
|
/// <summary>
|
|
|
|
/// Accepts a delta vector in screen-space coordinates and converts it to one which can be applied to this drawable's position.
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="drawable">The drawable.</param>
|
|
|
|
/// <param name="delta">A delta in screen-space coordinates.</param>
|
|
|
|
/// <returns>The delta vector in Parent's coordinates.</returns>
|
|
|
|
public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
|
|
|
|
drawable.Parent.ToLocalSpace(drawable.Parent.ToScreenSpace(Vector2.Zero) + delta);
|
2023-06-06 07:07:00 +00:00
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Some elements don't handle rewind correctly and fixing them is non-trivial.
|
|
|
|
/// In the future we need a better solution to this, but as a temporary work-around, give these components the game-wide
|
|
|
|
/// clock so they don't need to worry about rewind.
|
|
|
|
///
|
|
|
|
/// This only works if input handling components handle OnPressed/OnReleased which results in a correct state while rewinding.
|
|
|
|
///
|
|
|
|
/// This is kinda dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
|
|
|
|
/// </summary>
|
|
|
|
public static void ApplyGameWideClock(this Drawable drawable, GameHost host)
|
|
|
|
{
|
|
|
|
drawable.Clock = host.UpdateThread.Clock;
|
|
|
|
drawable.ProcessCustomClock = false;
|
|
|
|
}
|
2020-04-03 09:15:24 +00:00
|
|
|
}
|
|
|
|
}
|