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osu-lazer/osu.Game/Screens/Select/BeatmapInfoWedge.cs

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5.9 KiB
C#
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using System;
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using osu.Framework;
using osu.Framework.Allocation;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Framework.Graphics.Colour;
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using osu.Game.Beatmaps.Drawables;
namespace osu.Game.Screens.Select
{
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class BeatmapInfoWedge : Container
{
private static readonly Vector2 wedged_container_shear = new Vector2(0.15f, 0);
private Container beatmapInfoContainer;
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private BaseGame game;
public BeatmapInfoWedge()
{
Shear = wedged_container_shear;
Masking = true;
BorderColour = new Color4(221, 255, 255, 255);
BorderThickness = 2.5f;
EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType.Glow,
Colour = new Color4(130, 204, 255, 150),
Radius = 20,
Roundness = 15,
};
}
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[BackgroundDependencyLoader]
private void load(BaseGame game)
{
this.game = game;
}
public void UpdateBeatmap(WorkingBeatmap beatmap)
{
if (beatmap == null)
return;
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var lastContainer = beatmapInfoContainer;
float newDepth = lastContainer?.Depth - 1 ?? 0;
BeatmapSetInfo beatmapSetInfo = beatmap.BeatmapSetInfo;
BeatmapInfo beatmapInfo = beatmap.BeatmapInfo;
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(beatmapInfoContainer = new BufferedContainer
{
Depth = newDepth,
PixelSnapping = true,
CacheDrawnFrameBuffer = true,
Shear = -Shear,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
// We will create the white-to-black gradient by modulating transparency and having
// a black backdrop. This results in an sRGB-space gradient and not linear space,
// transitioning from white to black more perceptually uniformly.
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
},
// We use a container, such that we can set the colour gradient to go across the
// vertices of the masked container instead of the vertices of the (larger) sprite.
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new Container
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientVertical(Color4.White, new Color4(1f, 1f, 1f, 0.3f)),
Children = new []
{
// Zoomed-in and cropped beatmap background
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new BeatmapBackgroundSprite(beatmap)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
FillMode = FillMode.Fill,
},
},
},
// Text for beatmap info
new FlowContainer
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Direction = FlowDirection.VerticalOnly,
Margin = new MarginPadding { Top = 10, Left = 25, Right = 10, Bottom = 40 },
AutoSizeAxes = Axes.Both,
Children = new[]
{
new SpriteText
{
Font = @"Exo2.0-MediumItalic",
Text = beatmapSetInfo.Metadata.Artist + " -- " + beatmapSetInfo.Metadata.Title,
TextSize = 28,
Shadow = true,
},
new SpriteText
{
Font = @"Exo2.0-MediumItalic",
Text = beatmapInfo.Version,
TextSize = 17,
Shadow = true,
},
new FlowContainer
{
Margin = new MarginPadding { Top = 10 },
Direction = FlowDirection.HorizontalOnly,
AutoSizeAxes = Axes.Both,
Children = new []
{
new SpriteText
{
Font = @"Exo2.0-Medium",
Text = "mapped by ",
TextSize = 15,
Shadow = true,
},
new SpriteText
{
Font = @"Exo2.0-Bold",
Text = beatmapSetInfo.Metadata.Author,
TextSize = 15,
Shadow = true,
},
}
}
}
}
}
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}).Preload(game, delegate(Drawable d)
{
FadeIn(250);
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lastContainer?.FadeOut(250);
lastContainer?.Expire();
Add(d);
});
}
}
}