// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Game.Beatmaps; using osu.Game.Skinning; using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Objects.Drawables { /// /// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency. /// public class DrawableOsuBlinds : Container { /// /// Black background boxes behind blind panel textures. /// private Box blackBoxLeft, blackBoxRight; private Sprite panelLeft, panelRight; private Sprite bgPanelLeft, bgPanelRight; private readonly Beatmap beatmap; private ISkinSource skin; private float targetClamp = 1; private readonly float targetBreakMultiplier = 0; private float target = 1; private readonly float easing = 1; private const float black_depth = 10; private const float bg_panel_depth = 8; private const float fg_panel_depth = 4; private readonly CompositeDrawable restrictTo; private readonly bool modEasy, modHardrock; /// /// /// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start. /// /// /// -1 would mean the blinds always cover the whole screen no matter health. /// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health. /// 1 would mean the blinds are fully outside the playfield on 50% health. /// Infinity would mean the blinds are always outside the playfield except on 100% health. /// /// private const float leniency = 0.1f; public DrawableOsuBlinds(CompositeDrawable restrictTo, bool hasEasy, bool hasHardrock, Beatmap beatmap) { this.restrictTo = restrictTo; this.beatmap = beatmap; modEasy = hasEasy; modHardrock = hasHardrock; } [BackgroundDependencyLoader] private void load(ISkinSource skin, TextureStore textures) { RelativeSizeAxes = Axes.Both; Width = 1; Height = 1; Add(blackBoxLeft = new Box { Anchor = Anchor.TopLeft, Origin = Anchor.TopLeft, Colour = Color4.Black, RelativeSizeAxes = Axes.Y, Width = 0, Height = 1, Depth = black_depth }); Add(blackBoxRight = new Box { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, Colour = Color4.Black, RelativeSizeAxes = Axes.Y, Width = 0, Height = 1, Depth = black_depth }); Add(bgPanelLeft = new ModBlindsPanelSprite { Origin = Anchor.TopRight, Colour = Color4.Gray, Depth = bg_panel_depth + 1 }); Add(panelLeft = new ModBlindsPanelSprite { Origin = Anchor.TopRight, Depth = bg_panel_depth }); Add(bgPanelRight = new ModBlindsPanelSprite { Origin = Anchor.TopLeft, Colour = Color4.Gray, Depth = fg_panel_depth + 1 }); Add(panelRight = new ModBlindsPanelSprite { Origin = Anchor.TopLeft, Depth = fg_panel_depth }); this.skin = skin; skin.SourceChanged += skinChanged; PanelTexture = textures.Get("Play/osu/blinds-panel"); } private void skinChanged() { PanelTexture = skin.GetTexture("Play/osu/blinds-panel"); } private float applyGap(float value) { const float easy_multiplier = 0.95f; const float hardrock_multiplier = 1.1f; float multiplier = 1; if (modEasy) { multiplier = easy_multiplier; // TODO: include OD/CS } else if (modHardrock) { multiplier = hardrock_multiplier; // TODO: include OD/CS } return MathHelper.Clamp(value * multiplier, 0, targetClamp) * targetBreakMultiplier; } private static float applyAdjustmentCurve(float value) { // lagrange polinominal for (0,0) (0.5,0.35) (1,1) should make a good curve return 0.6f * value * value + 0.4f * value; } protected override void Update() { float start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X; float end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X; float rawWidth = end - start; start -= rawWidth * leniency * 0.5f; end += rawWidth * leniency * 0.5f; float width = (end - start) * 0.5f * applyAdjustmentCurve(applyGap(easing)); // different values in case the playfield ever moves from center to somewhere else. blackBoxLeft.Width = start + width; blackBoxRight.Width = DrawWidth - end + width; panelLeft.X = start + width; panelRight.X = end - width; bgPanelLeft.X = start; bgPanelRight.X = end; } protected override void LoadComplete() { const float break_open_early = 500; const float break_close_late = 250; base.LoadComplete(); var firstObj = beatmap.HitObjects[0]; var startDelay = firstObj.StartTime - firstObj.TimePreempt; using (BeginAbsoluteSequence(startDelay + break_close_late, true)) LeaveBreak(); foreach (var breakInfo in beatmap.Breaks) { if (breakInfo.HasEffect) { using (BeginAbsoluteSequence(breakInfo.StartTime - break_open_early, true)) { EnterBreak(); using (BeginDelayedSequence(breakInfo.Duration + break_open_early + break_close_late, true)) LeaveBreak(); } } } } public void EnterBreak() { this.TransformTo(nameof(targetBreakMultiplier), 0f, 1000, Easing.OutSine); } public void LeaveBreak() { this.TransformTo(nameof(targetBreakMultiplier), 1f, 2500, Easing.OutBounce); } /// /// Value between 0 and 1 setting a maximum "closedness" for the blinds. /// Useful for animating how far the blinds can be opened while keeping them at the original position if they are wider open than this. /// public float TargetClamp { get => targetClamp; set => targetClamp = value; } /// /// Health between 0 and 1 for the blinds to base the width on. Will get animated for 200ms using out-quintic easing. /// public void AnimateTarget(float value) { target = value; this.TransformTo(nameof(easing), target, 200, Easing.OutQuint); } public float Target { get => target; } public Texture PanelTexture { set { panelLeft.Texture = value; panelRight.Texture = value; bgPanelLeft.Texture = value; bgPanelRight.Texture = value; } } } }