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mirror of https://github.com/ppy/osu.git synced 2025-01-28 18:12:56 +08:00

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. // See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit;
using osuTK; using osuTK;
using osuTK.Graphics;
namespace osu.Game.Skinning.Editor namespace osu.Game.Skinning.Editor
{ {
@ -17,14 +19,19 @@ namespace osu.Game.Skinning.Editor
{ {
private Container box; private Container box;
private Container outlineBox;
private Drawable drawable => (Drawable)Item; private Drawable drawable => (Drawable)Item;
/// <summary> /// <summary>
/// Whether the blueprint should be shown even when the <see cref="SelectionBlueprint{T}.Item"/> is not alive. /// Whether the blueprint should be shown even when the <see cref="SelectionBlueprint{T}.Item"/> is not alive.
/// </summary> /// </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) public SkinBlueprint(ISkinnableComponent component)
: base(component) : base(component)
@ -32,26 +39,68 @@ namespace osu.Game.Skinning.Editor
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load()
{ {
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
{ {
box = new Container box = new Container
{ {
Colour = colours.Yellow,
Children = new Drawable[] Children = new Drawable[]
{ {
new Box outlineBox = new Container
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Alpha = 0.2f, Masking = true,
AlwaysPresent = 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; private Quad drawableQuad;
public override Quad ScreenSpaceDrawQuad => drawableQuad; public override Quad ScreenSpaceDrawQuad => drawableQuad;