mirror of https://github.com/ppy/osu
110 lines
3.7 KiB
C#
110 lines
3.7 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.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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;
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using osu.Game.Skinning;
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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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{
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public override Quad ScreenSpaceDrawQuad
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{
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get
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{
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// the reason why this calculation is so involved is that the head & tail sprites have different sizes/radii.
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// therefore naively taking the SSDQs of them and making a quad out of them results in a trapezoid shape and not a box.
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var headCentre = headCircle.ScreenSpaceDrawQuad.Centre;
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var tailCentre = (tailCircle.ScreenSpaceDrawQuad.TopLeft + tailCircle.ScreenSpaceDrawQuad.BottomLeft) / 2;
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float headRadius = headCircle.ScreenSpaceDrawQuad.Height / 2;
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float tailRadius = tailCircle.ScreenSpaceDrawQuad.Height / 2;
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float radius = Math.Max(headRadius, tailRadius);
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var rectangle = new RectangleF(headCentre.X, headCentre.Y, tailCentre.X - headCentre.X, 0).Inflate(radius);
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return new Quad(rectangle.TopLeft, rectangle.TopRight, rectangle.BottomLeft, rectangle.BottomRight);
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}
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}
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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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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, OsuColour colours)
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{
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InternalChildren = new Drawable[]
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{
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tailCircle = new Sprite
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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Texture = skin.GetTexture("taiko-roll-end", WrapMode.ClampToEdge, WrapMode.ClampToEdge),
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FillMode = FillMode.Fit,
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},
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body = new Sprite
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{
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RelativeSizeAxes = Axes.Both,
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Texture = skin.GetTexture("taiko-roll-middle", WrapMode.ClampToEdge, WrapMode.ClampToEdge),
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},
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headCircle = new LegacyCirclePiece
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{
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RelativeSizeAxes = Axes.Y,
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},
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};
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AccentColour = colours.YellowDark;
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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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updateAccentColour();
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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if (value == accentColour)
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return;
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accentColour = value;
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if (IsLoaded)
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updateAccentColour();
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}
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}
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private void updateAccentColour()
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{
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var colour = LegacyColourCompatibility.DisallowZeroAlpha(accentColour);
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headCircle.AccentColour = colour;
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body.Colour = colour;
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tailCircle.Colour = colour;
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}
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}
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}
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