diff --git a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs index e94634e6c4..d17a7551dd 100644 --- a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs @@ -7,6 +7,7 @@ using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; +using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Shapes; @@ -16,6 +17,7 @@ using osu.Game.Graphics; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts; +using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Edit.Compose.Components.Timeline @@ -35,7 +37,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline private Bindable placement; private SelectionBlueprint placementBlueprint; - private readonly Box backgroundBox; + private Box backgroundBox; + private Box backgroundBoxIntro; + // we only care about checking vertical validity. // this allows selecting and dragging selections before time=0. public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) @@ -52,12 +56,26 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline Origin = Anchor.Centre; Height = 0.6f; + } - AddInternal(backgroundBox = new Box + [BackgroundDependencyLoader] + private void load() + { + AddRangeInternal(new[] { - Colour = Color4.Black, - RelativeSizeAxes = Axes.Both, - Alpha = 0.1f, + backgroundBoxIntro = new Box + { + RelativeSizeAxes = Axes.Y, + Width = 200, + Origin = Anchor.TopRight, + Alpha = 0.1f, + }, + backgroundBox = new Box + { + Colour = Color4.Black, + RelativeSizeAxes = Axes.Both, + Alpha = 0.1f, + } }); } @@ -68,6 +86,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline placement = beatmap.PlacementObject.GetBoundCopy(); placement.ValueChanged += placementChanged; + + updateHoverState(); + FinishTransforms(true); } private void placementChanged(ValueChangedEvent obj) @@ -94,13 +115,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline protected override bool OnHover(HoverEvent e) { - backgroundBox.FadeColour(colours.BlueLighter, 120, Easing.OutQuint); + updateHoverState(); return base.OnHover(e); } protected override void OnHoverLost(HoverLostEvent e) { - backgroundBox.FadeColour(Color4.Black, 600, Easing.OutQuint); + updateHoverState(); base.OnHoverLost(e); } @@ -134,6 +155,20 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline updateStacking(); } + private void updateHoverState() + { + if (IsHovered) + { + backgroundBox.FadeColour(colours.BlueLighter, 120, Easing.OutQuint); + backgroundBoxIntro.FadeColour(ColourInfo.GradientHorizontal(Color4.Black, colours.BlueLighter), 120, Easing.OutQuint); + } + else + { + backgroundBox.FadeColour(Color4.Black, 600, Easing.OutQuint); + backgroundBoxIntro.FadeColour(Color4.Black, 600, Easing.OutQuint); + } + } + private void updateStacking() { // because only blueprints of objects which are alive (via pooling) are displayed in the timeline, it's feasible to do this every-update.