Add the ability to toggle off hit marker displays in the editor

This commit is contained in:
Dean Herbert
2022-11-08 18:07:06 +09:00
parent 30700ee68b
commit ada039151b
5 changed files with 59 additions and 15 deletions

View File

@ -4,9 +4,12 @@
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning.Default;
@ -27,31 +30,45 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components
private readonly RingPiece ring;
private readonly Container content;
[Resolved]
private EditorClock editorClock { get; set; }
private Bindable<bool> showHitMarkers;
public HitCircleOverlapMarker()
{
Origin = Anchor.Centre;
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
InternalChildren = new Drawable[]
InternalChild = content = new Container
{
new Circle
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = Color4.White,
},
ring = new RingPiece
{
BorderThickness = 4,
new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = Color4.White,
},
ring = new RingPiece
{
BorderThickness = 4,
}
}
};
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
showHitMarkers = config.GetBindable<bool>(OsuSetting.EditorShowHitMarkers);
}
[Resolved]
private ISkinSource skin { get; set; }
@ -68,21 +85,26 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components
double hitObjectTime = hitObject.StartTime;
bool hasReachedObject = editorTime >= hitObjectTime;
if (hasReachedObject)
if (hasReachedObject && showHitMarkers.Value)
{
float alpha = Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION, Easing.In);
float ringScale = MathHelper.Clamp(Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION / 2, Easing.OutQuint), 0, 1);
ring.Scale = new Vector2(1 + 0.1f * ringScale);
Alpha = 0.9f * (1 - alpha);
content.Alpha = 0.9f * (1 - alpha);
}
else
Alpha = 0;
content.Alpha = 0;
}
public override void Show()
{
// intentional no op so SelectionBlueprint Selection/Deselection logic doesn't touch us.
}
public override void Hide()
{
// intentional no op so we are not hidden when not selected.
// intentional no op so SelectionBlueprint Selection/Deselection logic doesn't touch us.
}
}
}