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Actually bring back position-flipping logic and disable "closest" anchor
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frenzibyte committed Aug 15, 2024
1 parent 3a4546d commit 66adddb
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40 changes: 40 additions & 0 deletions osu.Game.Rulesets.Mania/Skinning/Argon/ArgonManiaComboCounter.cs
Original file line number Diff line number Diff line change
@@ -1,12 +1,52 @@
// 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.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens.Play.HUD;

namespace osu.Game.Rulesets.Mania.Skinning.Argon
{
public partial class ArgonManiaComboCounter : ArgonComboCounter
{
protected override bool DisplayXSymbol => false;

[Resolved]
private IScrollingInfo scrollingInfo { get; set; } = null!;

private IBindable<ScrollingDirection> direction = null!;

protected override void LoadComplete()
{
base.LoadComplete();

// the logic of flipping the position of the combo counter w.r.t. the direction does not work with "Closest" anchor,
// because it always forces the anchor to be top or bottom based on scrolling direction.
UsesFixedAnchor = true;

direction = scrollingInfo.Direction.GetBoundCopy();
direction.BindValueChanged(_ => updateAnchor());

// two schedules are required so that updateAnchor is executed in the next frame,
// which is when the combo counter receives its Y position by the default layout in ArgonManiaSkinTransformer.
Schedule(() => Schedule(updateAnchor));
}

private void updateAnchor()
{
// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
if (!Anchor.HasFlag(Anchor.y1))
{
Anchor &= ~(Anchor.y0 | Anchor.y2);
Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
}

// since we flip the vertical anchor when changing scroll direction,
// we can use the sign of the Y value as an indicator to make the combo counter displayed correctly.
if ((Y < 0 && direction.Value == ScrollingDirection.Down) || (Y > 0 && direction.Value == ScrollingDirection.Up))
Y = -Y;
}
}
}
34 changes: 34 additions & 0 deletions osu.Game.Rulesets.Mania/Skinning/Legacy/LegacyManiaComboCounter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,9 @@
// See the LICENCE file in the repository root for full licence text.

using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
Expand All @@ -22,6 +24,38 @@ private void load(ISkinSource skin)
PopOutCountText.Colour = skin.GetManiaSkinConfig<Color4>(LegacyManiaSkinConfigurationLookups.ComboBreakColour)?.Value ?? Color4.Red;
}

[Resolved]
private IScrollingInfo scrollingInfo { get; set; } = null!;

private IBindable<ScrollingDirection> direction = null!;

protected override void LoadComplete()
{
base.LoadComplete();

direction = scrollingInfo.Direction.GetBoundCopy();
direction.BindValueChanged(_ => updateAnchor());

// two schedules are required so that updateAnchor is executed in the next frame,
// which is when the combo counter receives its Y position by the default layout in LegacyManiaSkinTransformer.
Schedule(() => Schedule(updateAnchor));
}

private void updateAnchor()
{
// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
if (!Anchor.HasFlag(Anchor.y1))
{
Anchor &= ~(Anchor.y0 | Anchor.y2);
Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
}

// since we flip the vertical anchor when changing scroll direction,
// we can use the sign of the Y value as an indicator to make the combo counter displayed correctly.
if ((Y < 0 && direction.Value == ScrollingDirection.Down) || (Y > 0 && direction.Value == ScrollingDirection.Up))
Y = -Y;
}

protected override void OnCountIncrement()
{
base.OnCountIncrement();
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