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Add column and stage background to argon skin
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101
osu.Game.Rulesets.Mania/Skinning/Argon/ArgonColumnBackground.cs
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101
osu.Game.Rulesets.Mania/Skinning/Argon/ArgonColumnBackground.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Skinning.Argon
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{
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public class ArgonColumnBackground : CompositeDrawable, IKeyBindingHandler<ManiaAction>
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{
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private Color4 brightColour;
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private Color4 dimColour;
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private Box background = null!;
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private Box backgroundOverlay = null!;
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[Resolved]
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private Column column { get; set; } = null!;
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private Bindable<Color4> accentColour = null!;
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public ArgonColumnBackground()
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{
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RelativeSizeAxes = Axes.Both;
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Masking = true;
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CornerRadius = ArgonNotePiece.CORNER_RADIUS;
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}
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[BackgroundDependencyLoader]
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private void load(IScrollingInfo scrollingInfo)
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{
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InternalChildren = new[]
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{
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background = new Box
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{
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Name = "Background",
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RelativeSizeAxes = Axes.Both,
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},
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backgroundOverlay = new Box
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{
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Name = "Background Gradient Overlay",
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RelativeSizeAxes = Axes.Both,
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Height = 0.5f,
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Blending = BlendingParameters.Additive,
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Alpha = 0
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}
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};
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accentColour = column.AccentColour.GetBoundCopy();
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accentColour.BindValueChanged(colour =>
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{
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background.Colour = colour.NewValue.Darken(5);
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brightColour = colour.NewValue.Opacity(0.6f);
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dimColour = colour.NewValue.Opacity(0);
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}, true);
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direction.BindTo(scrollingInfo.Direction);
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direction.BindValueChanged(onDirectionChanged, true);
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}
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private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
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{
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if (direction.NewValue == ScrollingDirection.Up)
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{
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backgroundOverlay.Anchor = backgroundOverlay.Origin = Anchor.TopLeft;
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backgroundOverlay.Colour = ColourInfo.GradientVertical(brightColour, dimColour);
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}
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else
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{
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backgroundOverlay.Anchor = backgroundOverlay.Origin = Anchor.BottomLeft;
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backgroundOverlay.Colour = ColourInfo.GradientVertical(dimColour, brightColour);
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}
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}
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public bool OnPressed(KeyBindingPressEvent<ManiaAction> e)
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{
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if (e.Action == column.Action.Value)
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backgroundOverlay.FadeTo(1, 50, Easing.OutQuint).Then().FadeTo(0.5f, 250, Easing.OutQuint);
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<ManiaAction> e)
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{
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if (e.Action == column.Action.Value)
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backgroundOverlay.FadeTo(0, 250, Easing.OutQuint);
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}
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}
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}
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@ -0,0 +1,16 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Rulesets.Mania.Skinning.Argon
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{
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public class ArgonStageBackground : CompositeDrawable
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{
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public ArgonStageBackground()
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{
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RelativeSizeAxes = Axes.Both;
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}
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}
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}
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@ -28,6 +28,12 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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// TODO: Once everything is finalised, consider throwing UnsupportedSkinComponentException on missing entries.
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// TODO: Once everything is finalised, consider throwing UnsupportedSkinComponentException on missing entries.
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switch (maniaComponent.Component)
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switch (maniaComponent.Component)
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{
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{
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case ManiaSkinComponents.StageBackground:
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return new ArgonStageBackground();
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case ManiaSkinComponents.ColumnBackground:
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return new ArgonColumnBackground();
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case ManiaSkinComponents.HoldNoteBody:
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case ManiaSkinComponents.HoldNoteBody:
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return new ArgonHoldBodyPiece();
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return new ArgonHoldBodyPiece();
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