mirror of
https://github.com/ppy/osu
synced 2024-12-13 18:37:04 +00:00
75fbbb35ad
Doing so takes down two birds with one stone. 1. `ResumeOverlay` having to manually apply cursor scale to its "resume cursor". 2. Resume cursor input handling scaling up with the gameplay setting. Now, only the sprite itself gets scaled.
136 lines
4.4 KiB
C#
136 lines
4.4 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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#nullable disable
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using System;
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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.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public partial class OsuCursorContainer : GameplayCursorContainer, IKeyBindingHandler<OsuAction>
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{
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public new OsuCursor ActiveCursor => (OsuCursor)base.ActiveCursor;
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protected override Drawable CreateCursor() => new OsuCursor();
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protected override Container<Drawable> Content => fadeContainer;
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private readonly Container<Drawable> fadeContainer;
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private readonly Bindable<bool> showTrail = new Bindable<bool>(true);
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private readonly Drawable cursorTrail;
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private readonly CursorRippleVisualiser rippleVisualiser;
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public OsuCursorContainer()
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{
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InternalChild = fadeContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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cursorTrail = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.CursorTrail), _ => new DefaultCursorTrail(), confineMode: ConfineMode.NoScaling),
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rippleVisualiser = new CursorRippleVisualiser(),
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new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.CursorParticles), confineMode: ConfineMode.NoScaling),
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}
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuRulesetConfigManager rulesetConfig)
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{
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rulesetConfig?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
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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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showTrail.BindValueChanged(v => cursorTrail.FadeTo(v.NewValue ? 1 : 0, 200), true);
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ActiveCursor.CursorScale.BindValueChanged(e =>
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{
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var newScale = new Vector2(e.NewValue);
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rippleVisualiser.CursorScale = newScale;
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cursorTrail.Scale = newScale;
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}, true);
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}
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private int downCount;
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private void updateExpandedState()
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{
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if (downCount > 0)
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ActiveCursor.Expand();
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else
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ActiveCursor.Contract();
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}
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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{
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switch (e.Action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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updateExpandedState();
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break;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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switch (e.Action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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// Todo: Math.Max() is required as a temporary measure to address https://github.com/ppy/osu-framework/issues/2576
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downCount = Math.Max(0, downCount - 1);
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if (downCount == 0)
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updateExpandedState();
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break;
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}
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}
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public override bool HandlePositionalInput => true; // OverlayContainer will set this false when we go hidden, but we always want to receive input.
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protected override void PopIn()
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{
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fadeContainer.FadeTo(1, 300, Easing.OutQuint);
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ActiveCursor.ScaleTo(1f, 400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
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ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
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}
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private partial class DefaultCursorTrail : CursorTrail
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{
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Texture = textures.Get(@"Cursor/cursortrail");
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Scale = new Vector2(1 / Texture.ScaleAdjust);
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}
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}
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}
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}
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