mirror of https://github.com/ppy/osu
103 lines
3.9 KiB
C#
103 lines
3.9 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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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 System;
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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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public override bool HandleKeyboardInput => false;
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public override bool HandleMouseInput => false;
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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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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(IBindableBeatmap beatmap, OsuColour colours)
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{
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this.beatmap.BindTo(beatmap);
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// linear colour looks better in this case, so let's use it for now.
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Color4 gradientDark = colours.Blue.Opacity(0).ToLinear();
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Color4 gradientLight = colours.Blue.Opacity(0.6f).ToLinear();
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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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// 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 = BlendingMode.Additive,
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Colour = ColourInfo.GradientHorizontal(gradientLight, gradientDark)
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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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X = box_width,
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Alpha = 0,
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Blending = BlendingMode.Additive,
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Colour = ColourInfo.GradientHorizontal(gradientDark, gradientLight)
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}
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};
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes 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, TrackAmplitudes amplitudes)
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{
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d.FadeTo(Math.Max(0, ((d.Equals(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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}
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}
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