osu/osu.Game/Graphics/Containers/ParallaxContainer.cs

85 lines
2.8 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 System;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osuTK;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Configuration;
using osu.Framework.Utils;
namespace osu.Game.Graphics.Containers
{
public class ParallaxContainer : Container, IRequireHighFrequencyMousePosition
{
public const float DEFAULT_PARALLAX_AMOUNT = 0.02f;
/// <summary>
/// The amount of parallax movement. Negative values will reverse the direction of parallax relative to user input.
/// </summary>
public float ParallaxAmount = DEFAULT_PARALLAX_AMOUNT;
private Bindable<bool> parallaxEnabled;
public ParallaxContainer()
{
RelativeSizeAxes = Axes.Both;
AddInternal(content = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
});
}
private readonly Container content;
private InputManager input;
protected override Container<Drawable> Content => content;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
parallaxEnabled = config.GetBindable<bool>(OsuSetting.MenuParallax);
parallaxEnabled.ValueChanged += delegate
{
if (!parallaxEnabled.Value)
{
content.MoveTo(Vector2.Zero, firstUpdate ? 0 : 1000, Easing.OutQuint);
content.Scale = new Vector2(1 + Math.Abs(ParallaxAmount));
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
input = GetContainingInputManager();
}
private bool firstUpdate = true;
protected override void Update()
{
base.Update();
if (parallaxEnabled.Value)
{
Vector2 offset = (input.CurrentState.Mouse == null ? Vector2.Zero : ToLocalSpace(input.CurrentState.Mouse.Position) - DrawSize / 2) * ParallaxAmount;
const float parallax_duration = 100;
double elapsed = Math.Clamp(Clock.ElapsedFrameTime, 0, parallax_duration);
content.Position = Interpolation.ValueAt(elapsed, content.Position, offset, 0, parallax_duration, Easing.OutQuint);
content.Scale = Interpolation.ValueAt(elapsed, content.Scale, new Vector2(1 + Math.Abs(ParallaxAmount)), 0, 1000, Easing.OutQuint);
}
firstUpdate = false;
}
}
}