mirror of
https://github.com/ppy/osu.git
synced 2024-11-09 10:17:24 +08:00
66 lines
2.5 KiB
C#
66 lines
2.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 IWorkingBeatmap beatmap;
|
|
|
|
public BeatmapInfoWedgeBackground(IWorkingBeatmap 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,
|
|
},
|
|
},
|
|
},
|
|
}
|
|
};
|
|
}
|
|
}
|
|
}
|