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https://github.com/osukey/osukey.git
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Apply CursorCentre
to old-style legacy cursor trail
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@ -5,6 +5,7 @@ using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Vertices;
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@ -31,6 +32,8 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private double timeOffset;
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private float time;
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protected Anchor TrailOrigin = Anchor.Centre;
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public CursorTrail()
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{
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// as we are currently very dependent on having a running clock, let's make our own clock for the time being.
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@ -197,6 +200,8 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private Vector2 size;
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private Vector2 originPosition;
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private readonly QuadBatch<TexturedTrailVertex> vertexBatch = new QuadBatch<TexturedTrailVertex>(max_sprites, 1);
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public TrailDrawNode(CursorTrail source)
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@ -213,6 +218,18 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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size = Source.partSize;
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time = Source.time;
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originPosition = Vector2.Zero;
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if (Source.TrailOrigin.HasFlagFast(Anchor.x1))
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originPosition.X = 0.5f;
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else if (Source.TrailOrigin.HasFlagFast(Anchor.x2))
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originPosition.X = 1f;
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if (Source.TrailOrigin.HasFlagFast(Anchor.y1))
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originPosition.Y = 0.5f;
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else if (Source.TrailOrigin.HasFlagFast(Anchor.y2))
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originPosition.Y = 1f;
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Source.parts.CopyTo(parts, 0);
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}
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@ -237,7 +254,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = new Vector2(part.Position.X - size.X / 2, part.Position.Y + size.Y / 2),
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Position = new Vector2(part.Position.X - size.X * originPosition.X, part.Position.Y + size.Y * (1 - originPosition.Y)),
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TexturePosition = textureRect.BottomLeft,
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TextureRect = new Vector4(0, 0, 1, 1),
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Colour = DrawColourInfo.Colour.BottomLeft.Linear,
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@ -246,7 +263,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = new Vector2(part.Position.X + size.X / 2, part.Position.Y + size.Y / 2),
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Position = new Vector2(part.Position.X + size.X * (1 - originPosition.X), part.Position.Y + size.Y * (1 - originPosition.Y)),
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TexturePosition = textureRect.BottomRight,
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TextureRect = new Vector4(0, 0, 1, 1),
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Colour = DrawColourInfo.Colour.BottomRight.Linear,
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@ -255,7 +272,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = new Vector2(part.Position.X + size.X / 2, part.Position.Y - size.Y / 2),
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Position = new Vector2(part.Position.X + size.X * (1 - originPosition.X), part.Position.Y - size.Y * originPosition.Y),
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TexturePosition = textureRect.TopRight,
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TextureRect = new Vector4(0, 0, 1, 1),
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Colour = DrawColourInfo.Colour.TopRight.Linear,
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@ -264,7 +281,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = new Vector2(part.Position.X - size.X / 2, part.Position.Y - size.Y / 2),
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Position = new Vector2(part.Position.X - size.X * originPosition.X, part.Position.Y - size.Y * originPosition.Y),
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TexturePosition = textureRect.TopLeft,
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TextureRect = new Vector4(0, 0, 1, 1),
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Colour = DrawColourInfo.Colour.TopLeft.Linear,
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