// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osuTK.Graphics; using osu.Framework.Allocation; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps; using osu.Game.Beatmaps.Drawables; using osu.Framework.Graphics.Shapes; namespace osu.Game.Screens.Select { internal class BeatmapInfoWedgeBackground : CompositeDrawable { private readonly WorkingBeatmap beatmap; public BeatmapInfoWedgeBackground(WorkingBeatmap beatmap) { this.beatmap = beatmap; } [BackgroundDependencyLoader] private void load() { RelativeSizeAxes = Axes.Both; InternalChild = new BufferedContainer(cachedFrameBuffer: true) { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { // We will create the white-to-black gradient by modulating transparency and having // a black backdrop. This results in an sRGB-space gradient and not linear space, // transitioning from white to black more perceptually uniformly. new Box { RelativeSizeAxes = Axes.Both, Colour = Color4.Black, }, // We use a container, such that we can set the colour gradient to go across the // vertices of the masked container instead of the vertices of the (larger) sprite. new Container { RelativeSizeAxes = Axes.Both, Colour = ColourInfo.GradientVertical(Color4.White, Color4.White.Opacity(0.3f)), Children = new[] { // Zoomed-in and cropped beatmap background new BeatmapBackgroundSprite(beatmap) { RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, FillMode = FillMode.Fill, }, }, }, } }; } } }