mirror of
https://github.com/ppy/osu
synced 2024-12-10 00:50:07 +00:00
65b7075984
This fixes the visual issues that still remain when mouse confining fails. I think it also feels more correct in general.
99 lines
3.3 KiB
C#
99 lines
3.3 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.Graphics.Containers;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osuTK;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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using osu.Framework.Utils;
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namespace osu.Game.Graphics.Containers
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{
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public class ParallaxContainer : Container, IRequireHighFrequencyMousePosition
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{
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public const float DEFAULT_PARALLAX_AMOUNT = 0.02f;
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/// <summary>
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/// The amount of parallax movement. Negative values will reverse the direction of parallax relative to user input.
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/// </summary>
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public float ParallaxAmount = DEFAULT_PARALLAX_AMOUNT;
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private Bindable<bool> parallaxEnabled;
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private const float parallax_duration = 100;
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private bool firstUpdate = true;
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public ParallaxContainer()
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{
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RelativeSizeAxes = Axes.Both;
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AddInternal(content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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});
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}
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private readonly Container content;
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private InputManager input;
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protected override Container<Drawable> Content => content;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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parallaxEnabled = config.GetBindable<bool>(OsuSetting.MenuParallax);
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parallaxEnabled.ValueChanged += delegate
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{
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if (!parallaxEnabled.Value)
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{
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content.MoveTo(Vector2.Zero, firstUpdate ? 0 : 1000, Easing.OutQuint);
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content.Scale = new Vector2(1 + Math.Abs(ParallaxAmount));
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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input = GetContainingInputManager();
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}
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protected override void Update()
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{
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base.Update();
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if (parallaxEnabled.Value)
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{
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Vector2 offset = Vector2.Zero;
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if (input.CurrentState.Mouse != null)
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{
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var sizeDiv2 = DrawSize / 2;
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Vector2 relativeAmount = ToLocalSpace(input.CurrentState.Mouse.Position) - sizeDiv2;
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const float base_factor = 0.999f;
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relativeAmount.X = (float)(Math.Sign(relativeAmount.X) * Interpolation.Damp(0, 1, base_factor, Math.Abs(relativeAmount.X)));
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relativeAmount.Y = (float)(Math.Sign(relativeAmount.Y) * Interpolation.Damp(0, 1, base_factor, Math.Abs(relativeAmount.Y)));
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offset = relativeAmount * sizeDiv2 * ParallaxAmount;
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}
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double elapsed = Math.Clamp(Clock.ElapsedFrameTime, 0, parallax_duration);
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content.Position = Interpolation.ValueAt(elapsed, content.Position, offset, 0, parallax_duration, Easing.OutQuint);
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content.Scale = Interpolation.ValueAt(elapsed, content.Scale, new Vector2(1 + Math.Abs(ParallaxAmount)), 0, 1000, Easing.OutQuint);
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}
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firstUpdate = false;
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}
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}
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}
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