mirror of https://github.com/ppy/osu
172 lines
6.6 KiB
C#
172 lines
6.6 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.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.Graphics.Sprites;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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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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using static osu.Game.Skinning.LegacySkinConfiguration;
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namespace osu.Game.Rulesets.Osu.Skinning
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{
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public class LegacyMainCirclePiece : CompositeDrawable
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{
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private readonly string priorityLookup;
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private readonly bool hasNumber;
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public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true)
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{
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this.priorityLookup = priorityLookup;
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this.hasNumber = hasNumber;
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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}
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private Container<Sprite> circleSprites;
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private Sprite hitCircleSprite;
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private Sprite hitCircleOverlay;
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private SkinnableSpriteText hitCircleText;
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private readonly IBindable<ArmedState> state = new Bindable<ArmedState>();
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
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[Resolved]
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private ISkinSource skin { get; set; }
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableObject)
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{
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OsuHitObject osuObject = (OsuHitObject)drawableObject.HitObject;
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bool allowFallback = false;
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// attempt lookup using priority specification
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Texture baseTexture = getTextureWithFallback(string.Empty);
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// if the base texture was not found without a fallback, switch on fallback mode and re-perform the lookup.
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if (baseTexture == null)
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{
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allowFallback = true;
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baseTexture = getTextureWithFallback(string.Empty);
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}
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// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
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// the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
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// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png (potentially from the default/fall-through skin).
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Texture overlayTexture = getTextureWithFallback("overlay");
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InternalChildren = new Drawable[]
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{
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circleSprites = new Container<Sprite>
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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hitCircleSprite = new Sprite
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{
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Texture = baseTexture,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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hitCircleOverlay = new Sprite
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{
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Texture = overlayTexture,
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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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},
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};
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if (hasNumber)
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{
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AddInternal(hitCircleText = new SkinnableSpriteText(new OsuSkinComponent(OsuSkinComponents.HitCircleText), _ => new OsuSpriteText
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{
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Font = OsuFont.Numeric.With(size: 40),
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UseFullGlyphHeight = false,
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}, confineMode: ConfineMode.NoScaling)
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{
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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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bool overlayAboveNumber = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
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if (overlayAboveNumber)
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AddInternal(hitCircleOverlay.CreateProxy());
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state.BindTo(drawableObject.State);
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accentColour.BindTo(drawableObject.AccentColour);
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indexInCurrentCombo.BindTo(osuObject.IndexInCurrentComboBindable);
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Texture getTextureWithFallback(string name)
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{
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Texture tex = null;
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if (!string.IsNullOrEmpty(priorityLookup))
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{
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tex = skin.GetTexture($"{priorityLookup}{name}");
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if (!allowFallback)
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return tex;
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}
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return tex ?? skin.GetTexture($"hitcircle{name}");
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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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state.BindValueChanged(updateState, true);
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accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
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if (hasNumber)
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indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
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}
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private void updateState(ValueChangedEvent<ArmedState> state)
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{
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const double legacy_fade_duration = 240;
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switch (state.NewValue)
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{
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case ArmedState.Hit:
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circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
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circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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if (hasNumber)
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{
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var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
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if (legacyVersion >= 2.0m)
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// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
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hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
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else
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{
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// old skins scale and fade it normally along other pieces.
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hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
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hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
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}
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}
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break;
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}
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}
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}
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}
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