Merge pull request #10010 from bdach/old-style-spinner-alignment

Adjust old-style spinner alignment to be closer to stable
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Dean Herbert 2020-08-30 12:09:12 +09:00 committed by GitHub
commit d6e007b312
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5 changed files with 54 additions and 35 deletions

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@ -9,6 +9,7 @@ using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests namespace osu.Game.Rulesets.Osu.Tests
{ {
@ -62,7 +63,8 @@ namespace osu.Game.Rulesets.Osu.Tests
drawableSpinner = new TestDrawableSpinner(spinner, auto) drawableSpinner = new TestDrawableSpinner(spinner, auto)
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Depth = depthIndex++ Depth = depthIndex++,
Scale = new Vector2(0.75f)
}; };
foreach (var mod in SelectedMods.Value.OfType<IApplicableToDrawableHitObjects>()) foreach (var mod in SelectedMods.Value.OfType<IApplicableToDrawableHitObjects>())

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@ -22,11 +22,11 @@ namespace osu.Game.Rulesets.Osu.Skinning
{ {
private DrawableSpinner drawableSpinner; private DrawableSpinner drawableSpinner;
private Sprite disc; private Sprite disc;
private Sprite metreSprite;
private Container metre; private Container metre;
private const float background_y_offset = 20;
private const float sprite_scale = 1 / 1.6f; private const float sprite_scale = 1 / 1.6f;
private const float final_metre_height = 692 * sprite_scale;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(ISkinSource source, DrawableHitObject drawableObject) private void load(ISkinSource source, DrawableHitObject drawableObject)
@ -35,50 +35,58 @@ namespace osu.Game.Rulesets.Osu.Skinning
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
InternalChildren = new Drawable[] InternalChild = new Container
{ {
new Sprite // the old-style spinner relied heavily on absolute screen-space coordinate values.
// wrap everything in a container simulating absolute coords to preserve alignment
// as there are skins that depend on it.
Width = 640,
Height = 480,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{ {
Anchor = Anchor.BottomCentre, new Sprite
Origin = Anchor.BottomCentre,
Texture = source.GetTexture("spinner-background"),
Y = background_y_offset,
Scale = new Vector2(sprite_scale)
},
disc = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-circle"),
Scale = new Vector2(sprite_scale)
},
metre = new Container
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Y = background_y_offset,
Masking = true,
Child = new Sprite
{ {
Texture = source.GetTexture("spinner-metre"), Anchor = Anchor.Centre,
Anchor = Anchor.BottomCentre, Origin = Anchor.Centre,
Origin = Anchor.BottomCentre, Texture = source.GetTexture("spinner-background"),
Scale = new Vector2(sprite_scale)
}, },
Scale = new Vector2(0.625f) disc = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-circle"),
Scale = new Vector2(sprite_scale)
},
metre = new Container
{
AutoSizeAxes = Axes.Both,
// this anchor makes no sense, but that's what stable uses.
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
// adjustment for stable (metre has additional offset)
Margin = new MarginPadding { Top = 20 },
Masking = true,
Child = metreSprite = new Sprite
{
Texture = source.GetTexture("spinner-metre"),
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Scale = new Vector2(0.625f)
}
}
} }
}; };
} }
private Vector2 metreFinalSize;
protected override void LoadComplete() protected override void LoadComplete()
{ {
base.LoadComplete(); base.LoadComplete();
this.FadeOut(); this.FadeOut();
drawableSpinner.State.BindValueChanged(updateStateTransforms, true); drawableSpinner.State.BindValueChanged(updateStateTransforms, true);
metreFinalSize = metre.Size = metre.Child.Size;
} }
private void updateStateTransforms(ValueChangedEvent<ArmedState> state) private void updateStateTransforms(ValueChangedEvent<ArmedState> state)
@ -93,7 +101,16 @@ namespace osu.Game.Rulesets.Osu.Skinning
{ {
base.Update(); base.Update();
disc.Rotation = drawableSpinner.RotationTracker.Rotation; disc.Rotation = drawableSpinner.RotationTracker.Rotation;
metre.Height = getMetreHeight(drawableSpinner.Progress);
// careful: need to call this exactly once for all calculations in a frame
// as the function has a random factor in it
var metreHeight = getMetreHeight(drawableSpinner.Progress);
// hack to make the metre blink up from below than down from above.
// move down the container to be able to apply masking for the metre,
// and then move the sprite back up the same amount to keep its position absolute.
metre.Y = final_metre_height - metreHeight;
metreSprite.Y = -metre.Y;
} }
private const int total_bars = 10; private const int total_bars = 10;
@ -108,7 +125,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
if (RNG.NextBool(((int)progress % 10) / 10f)) if (RNG.NextBool(((int)progress % 10) / 10f))
barCount++; barCount++;
return (float)barCount / total_bars * metreFinalSize.Y; return (float)barCount / total_bars * final_metre_height;
} }
} }
} }