Rewrite input drum measurements to autosize on X axis

This commit is contained in:
Salman Ahmed 2022-04-07 21:39:53 +03:00
parent c1693e4387
commit b84a3b7834
3 changed files with 154 additions and 130 deletions

View File

@ -20,20 +20,22 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
/// </summary>
internal class LegacyInputDrum : Container
{
private Container content;
private LegacyHalfDrum left;
private LegacyHalfDrum right;
public LegacyInputDrum()
{
Size = new Vector2(180, 200);
RelativeSizeAxes = Axes.Y;
AutoSizeAxes = Axes.X;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
Child = new Container
Child = content = new Container
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(180, 200),
Children = new Drawable[]
{
new Sprite
@ -66,7 +68,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
const float ratio = 1.6f;
// because the right half is flipped, we need to position using width - position to get the true "topleft" origin position
float negativeScaleAdjust = Width / ratio;
float negativeScaleAdjust = content.Width / ratio;
if (skin.GetConfig<SkinConfiguration.LegacySetting, decimal>(SkinConfiguration.LegacySetting.Version)?.Value >= 2.1m)
{
@ -90,7 +92,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
// Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements.
// This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement.
Scale = new Vector2(Parent.DrawHeight / Size.Y);
content.Scale = new Vector2(DrawHeight / content.Size.Y);
}
/// <summary>

View File

@ -12,6 +12,7 @@ using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Ranking;
using osu.Game.Skinning;
using osuTK;
@ -24,8 +25,6 @@ namespace osu.Game.Rulesets.Taiko.UI
{
private const float middle_split = 0.025f;
public SkinnableDrawable Skinnable { get; private set; }
[Cached]
private DrumSampleTriggerSource sampleTriggerSource;
@ -33,7 +32,8 @@ namespace osu.Game.Rulesets.Taiko.UI
{
sampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer);
RelativeSizeAxes = Axes.Both;
AutoSizeAxes = Axes.X;
RelativeSizeAxes = Axes.Y;
}
[BackgroundDependencyLoader]
@ -41,12 +41,32 @@ namespace osu.Game.Rulesets.Taiko.UI
{
Children = new Drawable[]
{
Skinnable = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new Container
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new DefaultInputDrum())
{
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
},
sampleTriggerSource
};
}
private class DefaultInputDrum : AspectContainer
{
public DefaultInputDrum()
{
RelativeSizeAxes = Axes.Y;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChild = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Scale = new Vector2(0.9f),
Children = new Drawable[]
Children = new[]
{
new TaikoHalfDrum(false)
{
@ -71,134 +91,130 @@ namespace osu.Game.Rulesets.Taiko.UI
CentreAction = TaikoAction.RightCentre
}
}
})
{
CentreComponent = false,
},
sampleTriggerSource
};
}
/// <summary>
/// A half-drum. Contains one centre and one rim hit.
/// </summary>
private class TaikoHalfDrum : Container, IKeyBindingHandler<TaikoAction>
{
/// <summary>
/// The key to be used for the rim of the half-drum.
/// </summary>
public TaikoAction RimAction;
/// <summary>
/// The key to be used for the centre of the half-drum.
/// </summary>
public TaikoAction CentreAction;
private readonly Sprite rim;
private readonly Sprite rimHit;
private readonly Sprite centre;
private readonly Sprite centreHit;
[Resolved]
private DrumSampleTriggerSource sampleTriggerSource { get; set; }
public TaikoHalfDrum(bool flipped)
{
Masking = true;
Children = new Drawable[]
{
rim = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both
},
rimHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
Blending = BlendingParameters.Additive,
},
centre = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f)
},
centreHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f),
Alpha = 0,
Blending = BlendingParameters.Additive
}
};
}
[BackgroundDependencyLoader]
private void load(TextureStore textures, OsuColour colours)
/// <summary>
/// A half-drum. Contains one centre and one rim hit.
/// </summary>
private class TaikoHalfDrum : Container, IKeyBindingHandler<TaikoAction>
{
rim.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer");
rimHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer-hit");
centre.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner");
centreHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner-hit");
/// <summary>
/// The key to be used for the rim of the half-drum.
/// </summary>
public TaikoAction RimAction;
rimHit.Colour = colours.Blue;
centreHit.Colour = colours.Pink;
}
/// <summary>
/// The key to be used for the centre of the half-drum.
/// </summary>
public TaikoAction CentreAction;
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
{
Drawable target = null;
Drawable back = null;
private readonly Sprite rim;
private readonly Sprite rimHit;
private readonly Sprite centre;
private readonly Sprite centreHit;
if (e.Action == CentreAction)
[Resolved]
private DrumSampleTriggerSource sampleTriggerSource { get; set; }
public TaikoHalfDrum(bool flipped)
{
target = centreHit;
back = centre;
Masking = true;
sampleTriggerSource.Play(HitType.Centre);
}
else if (e.Action == RimAction)
{
target = rimHit;
back = rim;
sampleTriggerSource.Play(HitType.Rim);
Children = new Drawable[]
{
rim = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both
},
rimHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
Blending = BlendingParameters.Additive,
},
centre = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f)
},
centreHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f),
Alpha = 0,
Blending = BlendingParameters.Additive
}
};
}
if (target != null)
[BackgroundDependencyLoader]
private void load(TextureStore textures, OsuColour colours)
{
const float scale_amount = 0.05f;
const float alpha_amount = 0.5f;
rim.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer");
rimHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer-hit");
centre.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner");
centreHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner-hit");
const float down_time = 40;
const float up_time = 1000;
back.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint)
.Then()
.ScaleTo(1, up_time, Easing.OutQuint);
target.Animate(
t => t.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint),
t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.OutQuint)
).Then(
t => t.ScaleTo(1, up_time, Easing.OutQuint),
t => t.FadeOut(up_time, Easing.OutQuint)
);
rimHit.Colour = colours.Blue;
centreHit.Colour = colours.Pink;
}
return false;
}
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
{
Drawable target = null;
Drawable back = null;
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
{
if (e.Action == CentreAction)
{
target = centreHit;
back = centre;
sampleTriggerSource.Play(HitType.Centre);
}
else if (e.Action == RimAction)
{
target = rimHit;
back = rim;
sampleTriggerSource.Play(HitType.Rim);
}
if (target != null)
{
const float scale_amount = 0.05f;
const float alpha_amount = 0.5f;
const float down_time = 40;
const float up_time = 1000;
back.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint)
.Then()
.ScaleTo(1, up_time, Easing.OutQuint);
target.Animate(
t => t.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint),
t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.OutQuint)
).Then(
t => t.ScaleTo(1, up_time, Easing.OutQuint),
t => t.FadeOut(up_time, Easing.OutQuint)
);
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
{
}
}
}
}

View File

@ -77,6 +77,13 @@ namespace osu.Game.Rulesets.Taiko.UI
Children = new Drawable[]
{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
inputDrum = new InputDrum(HitObjectContainer)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
AutoSizeAxes = Axes.X,
RelativeSizeAxes = Axes.Y,
},
}
},
mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
@ -154,13 +161,13 @@ namespace osu.Game.Rulesets.Taiko.UI
RelativeSizeAxes = Axes.Both,
},
drumRollHitContainer.CreateProxy(),
inputDrum = new InputDrum(HitObjectContainer)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
},
};
// to prioritise receiving key presses on input drum before objects, move input drum to the end of the hierarchy...
leftArea.Remove(inputDrum);
AddInternal(inputDrum);
// ...and create a proxy to keep the input drum displayed behind the playfield elements.
leftArea.Add(inputDrum.CreateProxy());
RegisterPool<Hit, DrawableHit>(50);
@ -207,8 +214,7 @@ namespace osu.Game.Rulesets.Taiko.UI
// Padding is required to be updated for elements which are based on "absolute" X sized elements.
// This is basically allowing for correct alignment as relative pieces move around them.
var inputDrumSize = inputDrum.Skinnable.Drawable.ToSpaceOfOtherDrawable(inputDrum.Skinnable.Drawable.DrawSize, this);
rightArea.Padding = new MarginPadding { Left = inputDrumSize.X };
rightArea.Padding = new MarginPadding { Left = inputDrum.Width };
playfieldContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
playfieldOverlay.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };