osu/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyDrumRoll.cs

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// 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.
using System;
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Graphics;
using osu.Game.Skinning;
using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public partial class LegacyDrumRoll : CompositeDrawable, IHasAccentColour
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{
public override Quad ScreenSpaceDrawQuad
{
get
{
// the reason why this calculation is so involved is that the head & tail sprites have different sizes/radii.
// therefore naively taking the SSDQs of them and making a quad out of them results in a trapezoid shape and not a box.
var headCentre = headCircle.ScreenSpaceDrawQuad.Centre;
var tailCentre = (tailCircle.ScreenSpaceDrawQuad.TopLeft + tailCircle.ScreenSpaceDrawQuad.BottomLeft) / 2;
float headRadius = headCircle.ScreenSpaceDrawQuad.Height / 2;
float tailRadius = tailCircle.ScreenSpaceDrawQuad.Height / 2;
float radius = Math.Max(headRadius, tailRadius);
var rectangle = new RectangleF(headCentre.X, headCentre.Y, tailCentre.X - headCentre.X, 0).Inflate(radius);
return new Quad(rectangle.TopLeft, rectangle.TopRight, rectangle.BottomLeft, rectangle.BottomRight);
}
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => ScreenSpaceDrawQuad.Contains(screenSpacePos);
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private LegacyCirclePiece headCircle = null!;
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private Sprite body = null!;
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private Sprite tailCircle = null!;
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public LegacyDrumRoll()
{
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RelativeSizeAxes = Axes.Both;
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}
[BackgroundDependencyLoader]
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private void load(ISkinSource skin, OsuColour colours)
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{
InternalChildren = new Drawable[]
{
tailCircle = new Sprite
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{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Texture = skin.GetTexture("taiko-roll-end", WrapMode.ClampToEdge, WrapMode.ClampToEdge),
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FillMode = FillMode.Fit,
},
body = new Sprite
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{
RelativeSizeAxes = Axes.Both,
Texture = skin.GetTexture("taiko-roll-middle", WrapMode.ClampToEdge, WrapMode.ClampToEdge),
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},
headCircle = new LegacyCirclePiece
{
RelativeSizeAxes = Axes.Y,
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},
};
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AccentColour = colours.YellowDark;
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}
protected override void LoadComplete()
{
base.LoadComplete();
updateAccentColour();
}
private Color4 accentColour;
public Color4 AccentColour
{
get => accentColour;
set
{
if (value == accentColour)
return;
accentColour = value;
if (IsLoaded)
updateAccentColour();
}
}
private void updateAccentColour()
{
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var colour = LegacyColourCompatibility.DisallowZeroAlpha(accentColour);
headCircle.AccentColour = colour;
body.Colour = colour;
tailCircle.Colour = colour;
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}
}
}