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Improve the visual appearance of skin editor blueprints

This commit is contained in:
Dean Herbert 2021-05-12 13:51:29 +09:00
parent f13ef09f1f
commit 1d383024e2

View File

@ -2,14 +2,16 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.UserInterface;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Edit;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Skinning.Editor
{
@ -17,14 +19,19 @@ namespace osu.Game.Skinning.Editor
{
private Container box;
private Container outlineBox;
private Drawable drawable => (Drawable)Item;
/// <summary>
/// Whether the blueprint should be shown even when the <see cref="SelectionBlueprint{T}.Item"/> is not alive.
/// </summary>
protected virtual bool AlwaysShowWhenSelected => false;
protected virtual bool AlwaysShowWhenSelected => true;
protected override bool ShouldBeAlive => (drawable.IsAlive && Item.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
protected override bool ShouldBeAlive => drawable.IsAlive && Item.IsPresent;
[Resolved]
private OsuColour colours { get; set; }
public SkinBlueprint(ISkinnableComponent component)
: base(component)
@ -32,26 +39,68 @@ namespace osu.Game.Skinning.Editor
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
private void load()
{
InternalChildren = new Drawable[]
{
box = new Container
{
Colour = colours.Yellow,
Children = new Drawable[]
{
new Box
outlineBox = new Container
{
RelativeSizeAxes = Axes.Both,
Alpha = 0.2f,
AlwaysPresent = true,
Masking = true,
BorderThickness = 3,
BorderColour = Color4.White,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0f,
AlwaysPresent = true,
},
}
},
}
new OsuSpriteText
{
Text = Item.GetType().Name,
Font = OsuFont.Default.With(size: 10, weight: FontWeight.Bold),
Anchor = Anchor.BottomRight,
Origin = Anchor.TopRight,
}
},
},
};
}
protected override void LoadComplete()
{
base.LoadComplete();
updateSelectedState();
box.FadeInFromZero(200, Easing.OutQuint);
}
protected override void OnSelected()
{
// base logic hides selected blueprints when not selected, but timeline doesn't do that.
updateSelectedState();
}
protected override void OnDeselected()
{
// base logic hides selected blueprints when not selected, but timeline doesn't do that.
updateSelectedState();
}
private void updateSelectedState()
{
outlineBox.FadeColour(colours.Pink.Opacity(IsSelected ? 1 : 0.5f), 200, Easing.OutQuint);
outlineBox.Child.FadeTo(IsSelected ? 0.2f : 0, 200, Easing.OutQuint);
}
private Quad drawableQuad;
public override Quad ScreenSpaceDrawQuad => drawableQuad;