osu/osu.Game/Screens/BackgroundScreen.cs

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2018-04-13 09:19:50 +00:00
// Copyright (c) 2007-2018 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.Screens;
using osu.Framework.Graphics;
using osu.Framework.Input;
using OpenTK;
namespace osu.Game.Screens
{
public abstract class BackgroundScreen : Screen, IEquatable<BackgroundScreen>
{
public virtual bool Equals(BackgroundScreen other)
{
return other?.GetType() == GetType();
}
private const float transition_length = 500;
private const float x_movement_amount = 50;
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
//we don't want to handle escape key.
return false;
}
public override void Push(Screen screen)
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{
// When trying to push a non-loaded screen, load it asynchronously and re-invoke Push
// once it's done.
if (screen.LoadState == LoadState.NotLoaded)
{
LoadComponentAsync(screen, d => Push((BackgroundScreen)d));
return;
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}
// Make sure the in-progress loading is complete before pushing the screen.
while (screen.LoadState < LoadState.Ready)
Thread.Sleep(1);
base.Push(screen);
}
protected override void Update()
{
base.Update();
Content.Scale = new Vector2(1 + x_movement_amount / DrawSize.X * 2);
}
protected override void OnEntering(Screen last)
{
Content.FadeOut();
Content.MoveToX(x_movement_amount);
Content.FadeIn(transition_length, Easing.InOutQuart);
Content.MoveToX(0, transition_length, Easing.InOutQuart);
base.OnEntering(last);
}
protected override void OnSuspending(Screen next)
{
Content.MoveToX(-x_movement_amount, transition_length, Easing.InOutQuart);
base.OnSuspending(next);
}
protected override bool OnExiting(Screen next)
{
Content.FadeOut(transition_length, Easing.OutExpo);
Content.MoveToX(x_movement_amount, transition_length, Easing.OutExpo);
return base.OnExiting(next);
}
protected override void OnResuming(Screen last)
{
Content.MoveToX(0, transition_length, Easing.OutExpo);
base.OnResuming(last);
}
}
}