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