mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 20:27:52 +08:00
97 lines
2.9 KiB
C#
97 lines
2.9 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
|
|
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using System.Threading;
|
|
using osu.Framework;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.GameModes;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Transformations;
|
|
using osu.Framework.Input;
|
|
using OpenTK;
|
|
|
|
namespace osu.Game.Screens
|
|
{
|
|
public abstract class BackgroundMode : GameMode, IEquatable<BackgroundMode>
|
|
{
|
|
public virtual bool Equals(BackgroundMode other)
|
|
{
|
|
return other?.GetType() == GetType();
|
|
}
|
|
|
|
const float transition_length = 500;
|
|
const float x_movement_amount = 50;
|
|
|
|
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
|
{
|
|
//we don't want to handle escape key.
|
|
return false;
|
|
}
|
|
|
|
BaseGame game;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(BaseGame game)
|
|
{
|
|
this.game = game;
|
|
}
|
|
|
|
public override bool Push(GameMode mode)
|
|
{
|
|
// When trying to push a non-loaded GameMode, load it asynchronously and re-invoke Push
|
|
// once it's done.
|
|
if (mode.LoadState == LoadState.NotLoaded)
|
|
{
|
|
mode.Preload(game, d => Push((BackgroundMode)d));
|
|
return true;
|
|
}
|
|
|
|
// Make sure the in-progress loading is complete before pushing the GameMode.
|
|
while (mode.LoadState < LoadState.Loaded)
|
|
Thread.Sleep(1);
|
|
|
|
base.Push(mode);
|
|
|
|
return true;
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
Content.Scale = new Vector2(1 + (x_movement_amount / DrawSize.X) * 2);
|
|
}
|
|
|
|
protected override void OnEntering(GameMode last)
|
|
{
|
|
Content.FadeOut();
|
|
Content.MoveToX(x_movement_amount);
|
|
|
|
Content.FadeIn(transition_length, EasingTypes.InOutQuart);
|
|
Content.MoveToX(0, transition_length, EasingTypes.InOutQuart);
|
|
|
|
base.OnEntering(last);
|
|
}
|
|
|
|
protected override void OnSuspending(GameMode next)
|
|
{
|
|
Content.MoveToX(-x_movement_amount, transition_length, EasingTypes.InOutQuart);
|
|
base.OnSuspending(next);
|
|
}
|
|
|
|
protected override bool OnExiting(GameMode next)
|
|
{
|
|
Content.FadeOut(transition_length, EasingTypes.OutExpo);
|
|
Content.MoveToX(x_movement_amount, transition_length, EasingTypes.OutExpo);
|
|
|
|
return base.OnExiting(next);
|
|
}
|
|
|
|
protected override void OnResuming(GameMode last)
|
|
{
|
|
Content.MoveToX(0, transition_length, EasingTypes.OutExpo);
|
|
base.OnResuming(last);
|
|
}
|
|
}
|
|
}
|