osu/osu.Game/Screens/Menu/MenuSideFlashes.cs

126 lines
4.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osuTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Shapes;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Skinning;
using osu.Game.Online.API;
using osu.Game.Users;
using System;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
namespace osu.Game.Screens.Menu
{
public class MenuSideFlashes : BeatSyncedContainer
{
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
private Box leftBox;
private Box rightBox;
private const float amplitude_dead_zone = 0.25f;
private const float alpha_multiplier = (1 - amplitude_dead_zone) / 0.55f;
private const float kiai_multiplier = (1 - amplitude_dead_zone * 0.95f) / 0.8f;
private const int box_max_alpha = 200;
private const double box_fade_in_time = 65;
private const int box_width = 200;
private Bindable<User> user;
private Bindable<Skin> skin;
[Resolved]
private OsuColour colours { get; set; }
public MenuSideFlashes()
{
EarlyActivationMilliseconds = box_fade_in_time;
RelativeSizeAxes = Axes.Both;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader]
private void load(IBindable<WorkingBeatmap> beatmap, IAPIProvider api, SkinManager skinManager)
{
this.beatmap.BindTo(beatmap);
user = api.LocalUser.GetBoundCopy();
skin = skinManager.CurrentSkin.GetBoundCopy();
Children = new Drawable[]
{
leftBox = new Box
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Y,
Width = box_width * 2,
Height = 1.5f,
// align off-screen to make sure our edges don't become visible during parallax.
X = -box_width,
Alpha = 0,
Blending = BlendingParameters.Additive
},
rightBox = new Box
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Y,
Width = box_width * 2,
Height = 1.5f,
X = box_width,
Alpha = 0,
Blending = BlendingParameters.Additive
}
};
user.ValueChanged += _ => updateColour();
skin.BindValueChanged(_ => updateColour(), true);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
if (beatIndex < 0)
return;
if (effectPoint.KiaiMode ? beatIndex % 2 == 0 : beatIndex % (int)timingPoint.TimeSignature == 0)
flash(leftBox, timingPoint.BeatLength, effectPoint.KiaiMode, amplitudes);
if (effectPoint.KiaiMode ? beatIndex % 2 == 1 : beatIndex % (int)timingPoint.TimeSignature == 0)
flash(rightBox, timingPoint.BeatLength, effectPoint.KiaiMode, amplitudes);
}
private void flash(Drawable d, double beatLength, bool kiai, ChannelAmplitudes amplitudes)
{
d.FadeTo(Math.Max(0, ((ReferenceEquals(d, leftBox) ? amplitudes.LeftChannel : amplitudes.RightChannel) - amplitude_dead_zone) / (kiai ? kiai_multiplier : alpha_multiplier)), box_fade_in_time)
.Then()
.FadeOut(beatLength, Easing.In);
}
private void updateColour()
{
Color4 baseColour = colours.Blue;
if (user.Value?.IsSupporter ?? false)
baseColour = skin.Value.GetConfig<GlobalSkinColours, Color4>(GlobalSkinColours.MenuGlow)?.Value ?? baseColour;
// linear colour looks better in this case, so let's use it for now.
Color4 gradientDark = baseColour.Opacity(0).ToLinear();
Color4 gradientLight = baseColour.Opacity(0.6f).ToLinear();
leftBox.Colour = ColourInfo.GradientHorizontal(gradientLight, gradientDark);
rightBox.Colour = ColourInfo.GradientHorizontal(gradientDark, gradientLight);
}
}
}