// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Graphics; using osu.Framework.Platform; using osuTK; 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); /// <summary> /// Some elements don't handle rewind correctly and fixing them is non-trivial. /// In the future we need a better solution to this, but as a temporary work-around, give these components the game-wide /// clock so they don't need to worry about rewind. /// /// This only works if input handling components handle OnPressed/OnReleased which results in a correct state while rewinding. /// /// This is kinda dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind. /// </summary> public static void ApplyGameWideClock(this Drawable drawable, GameHost host) { drawable.Clock = host.UpdateThread.Clock; drawable.ProcessCustomClock = false; } } }