mirror of
https://github.com/ppy/osu
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66 lines
2.6 KiB
C#
66 lines
2.6 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.Extensions.Color4Extensions;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public class LegacySliderBody : PlaySliderBody
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{
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protected override DrawableSliderPath CreateSliderPath() => new LegacyDrawableSliderPath();
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protected override Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour)
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{
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// legacy skins use a constant value for slider track alpha, regardless of the source colour.
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return base.GetBodyAccentColour(skin, hitObjectAccentColour).Opacity(0.7f);
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}
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private class LegacyDrawableSliderPath : DrawableSliderPath
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{
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private const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS);
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protected new float CalculatedBorderPortion
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// Roughly matches osu!stable's slider border portions.
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=> base.CalculatedBorderPortion * 0.77f;
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protected override Color4 ColourAt(float position)
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{
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float realBorderPortion = shadow_portion + CalculatedBorderPortion;
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float realGradientPortion = 1 - realBorderPortion;
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if (position <= shadow_portion)
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return new Color4(0f, 0f, 0f, 0.25f * position / shadow_portion);
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if (position <= realBorderPortion)
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return BorderColour;
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position -= realBorderPortion;
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Color4 outerColour = AccentColour.Darken(0.1f);
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Color4 innerColour = lighten(AccentColour, 0.5f);
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return LegacyUtils.InterpolateNonLinear(position / realGradientPortion, outerColour, innerColour, 0, 1);
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}
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/// <summary>
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/// Lightens a colour in a way more friendly to dark or strong colours.
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/// </summary>
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private static Color4 lighten(Color4 color, float amount)
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{
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amount *= 0.5f;
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return new Color4(
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Math.Min(1, color.R * (1 + 0.5f * amount) + 1 * amount),
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Math.Min(1, color.G * (1 + 0.5f * amount) + 1 * amount),
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Math.Min(1, color.B * (1 + 0.5f * amount) + 1 * amount),
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color.A);
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}
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}
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}
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}
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