osukey/osu.Game/Extensions/DrawableExtensions.cs

126 lines
5.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
using osuTK;
using System;
namespace osu.Game.Extensions
{
public static class DrawableExtensions
{
/// <summary>
/// Shakes this drawable.
/// </summary>
/// <param name="target">The target to shake.</param>
/// <param name="shakeDuration">The length of a single shake.</param>
/// <param name="shakeMagnitude">Pixels of displacement per shake.</param>
/// <param name="maximumLength">The maximum length the shake should last.</param>
public static void Shake(this Drawable target, double shakeDuration = 80, float shakeMagnitude = 8, double? maximumLength = null)
{
// if we don't have enough time, don't bother shaking.
if (maximumLength < shakeDuration * 2)
return;
var sequence = target.MoveToX(shakeMagnitude, shakeDuration / 2, Easing.OutSine).Then()
.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
// if we don't have enough time for the second shake, skip it.
if (!maximumLength.HasValue || maximumLength >= shakeDuration * 4)
{
sequence = sequence
.MoveToX(shakeMagnitude, shakeDuration, Easing.InOutSine).Then()
.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
}
sequence.MoveToX(0, shakeDuration / 2, Easing.InSine);
}
/// <summary>
/// Accepts a delta vector in screen-space coordinates and converts it to one which can be applied to this drawable's position.
/// </summary>
/// <param name="drawable">The drawable.</param>
/// <param name="delta">A delta in screen-space coordinates.</param>
/// <returns>The delta vector in Parent's coordinates.</returns>
public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
drawable.Parent.ToLocalSpace(drawable.Parent.ToScreenSpace(Vector2.Zero) + delta);
public static SkinnableInfo CreateSkinnableInfo(this Drawable component) => new SkinnableInfo(component);
public static void ApplySkinnableInfo(this Drawable component, SkinnableInfo info)
{
// todo: can probably make this better via deserialisation directly using a common interface.
component.Position = info.Position;
component.Rotation = info.Rotation;
component.Scale = info.Scale;
component.Anchor = info.Anchor;
component.Origin = info.Origin;
if (component is ISkinnableDrawable skinnable)
{
skinnable.UsesFixedAnchor = info.UsesFixedAnchor;
foreach (var (_, property) in component.GetSettingsSourceProperties())
{
if (!info.Settings.TryGetValue(property.Name.ToSnakeCase(), out object settingValue))
continue;
skinnable.CopyAdjustedSetting((IBindable)property.GetValue(component), settingValue);
}
}
if (component is Container container)
{
foreach (var child in info.Children)
container.Add(child.CreateInstance());
}
}
/// <summary>
/// Keeps the drawable upright and prevents it from being scaled or flipped with its Parent.
/// </summary>
/// <param name="drawable">The drawable.</param>
public static void KeepUprightAndUnstretched(this Drawable drawable)
{
// Fix the rotation
var result = drawable.Parent.DrawInfo;
var scale = result.Matrix.ExtractScale();
var rotation = new Matrix3(
result.Matrix.Row0 / scale.X,
result.Matrix.Row1 / scale.Y,
new Vector3(0.0f, 0.0f, 1.0f)
);
rotation.Invert();
float angle = MathF.Atan(rotation.M12 / rotation.M11);
angle *= (360 / (2 * MathF.PI));
drawable.Rotation = angle;
// Fix the scale (includes flip)
var containerOriginToSpaceOrigin = new Matrix3(
new Vector3(1.0f, 0.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(drawable.DrawSize.X / 2, drawable.DrawSize.Y / 2, 1.0f)
);
var containerOriginToSpaceOriginInverse = containerOriginToSpaceOrigin;
containerOriginToSpaceOriginInverse.Invert();
Matrix3 rotatedBack = (containerOriginToSpaceOriginInverse * (rotation * (containerOriginToSpaceOrigin * result.Matrix)));
bool xFliped = rotation.M11 < 0;
bool yFliped = rotation.M22 < 0;
var rotatedBackScale = rotatedBack.ExtractScale();
drawable.Scale = new Vector2(
(xFliped ? -1 : 1) / rotatedBackScale.X,
(yFliped ? -1 : 1) / rotatedBackScale.Y
);
}
}
}