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mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:57:39 +08:00

Change the structure of BeatmapSetHeader to allow for bufferedcontainer invalidation.

This commit is contained in:
Dean Herbert 2016-11-22 21:38:46 +09:00
parent a3234a5269
commit b73cdba08c

View File

@ -31,54 +31,9 @@ namespace osu.Game.Beatmaps.Drawable
this.beatmapSet = beatmapSet;
Children = new Framework.Graphics.Drawable[]
{
new BufferedContainer
new PanelBackground(working)
{
CacheDrawnFrameBuffer = true,
RelativeSizeAxes = Axes.Both,
Children = new Framework.Graphics.Drawable[]
{
new PanelBackground(working)
{
RelativeSizeAxes = Axes.Both
},
new FlowContainer
{
Direction = FlowDirection.HorizontalOnly,
RelativeSizeAxes = Axes.Both,
// This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle
Shear = new Vector2(0.8f, 0),
Alpha = 0.5f,
Children = new[]
{
// The left half with no gradient applied
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Width = 0.4f,
},
// Piecewise-linear gradient with 3 segments to make it appear smoother
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(Color4.Black, new Color4(0f, 0f, 0f, 0.9f)),
Width = 0.05f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)),
Width = 0.2f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)),
Width = 0.05f,
},
}
},
}
},
new FlowContainer
{
@ -145,40 +100,79 @@ namespace osu.Game.Beatmaps.Drawable
base.Dispose(isDisposing);
}
class PanelBackground : Container
class PanelBackground : BufferedContainer
{
private readonly WorkingBeatmap working;
private AsyncBackground backgroundSprite;
public PanelBackground(WorkingBeatmap working)
{
this.working = working;
CacheDrawnFrameBuffer = true;
Children = new[]
{
new FlowContainer
{
Depth = 1,
Direction = FlowDirection.HorizontalOnly,
RelativeSizeAxes = Axes.Both,
// This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle
Shear = new Vector2(0.8f, 0),
Alpha = 0.5f,
Children = new[]
{
// The left half with no gradient applied
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Width = 0.4f,
},
// Piecewise-linear gradient with 3 segments to make it appear smoother
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(Color4.Black, new Color4(0f, 0f, 0f, 0.9f)),
Width = 0.05f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)),
Width = 0.2f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)),
Width = 0.05f,
},
}
},
};
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
OnUpdate += () =>
//todo: masking check
new BeatmapBackground(working)
{
//todo: masking check
if (backgroundSprite == null)
{
//moving this to ctor fixes the issue.
(backgroundSprite = new AsyncBackground(working)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}).Preload(game, Add);
}
};
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}.Preload(game, (bg) =>
{
Add(bg);
ForceRedraw();
});
}
class AsyncBackground : Sprite
class BeatmapBackground : Sprite
{
private readonly WorkingBeatmap working;
public AsyncBackground(WorkingBeatmap working)
public BeatmapBackground(WorkingBeatmap working)
{
this.working = working;
}