osu/osu.Game/Screens/BackgroundScreen.cs

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// 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.
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using System;
using osu.Framework.Screens;
using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osuTK;
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namespace osu.Game.Screens
{
public abstract class BackgroundScreen : Screen, IEquatable<BackgroundScreen>
{
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private readonly bool animateOnEnter;
protected BackgroundScreen(bool animateOnEnter = true)
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{
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this.animateOnEnter = animateOnEnter;
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Anchor = Anchor.Centre;
Origin = Anchor.Centre;
}
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public virtual bool Equals(BackgroundScreen other)
{
return other?.GetType() == GetType();
}
private const float transition_length = 500;
private const float x_movement_amount = 50;
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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// we don't want to handle escape key.
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return false;
}
protected override void Update()
{
base.Update();
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Scale = new Vector2(1 + x_movement_amount / DrawSize.X * 2);
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}
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public override void OnEntering(IScreen last)
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{
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if (animateOnEnter)
{
this.FadeOut();
this.MoveToX(x_movement_amount);
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this.FadeIn(transition_length, Easing.InOutQuart);
this.MoveToX(0, transition_length, Easing.InOutQuart);
}
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base.OnEntering(last);
}
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public override void OnSuspending(IScreen next)
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{
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this.MoveToX(-x_movement_amount, transition_length, Easing.InOutQuart);
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base.OnSuspending(next);
}
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public override bool OnExiting(IScreen next)
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{
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this.FadeOut(transition_length, Easing.OutExpo);
this.MoveToX(x_movement_amount, transition_length, Easing.OutExpo);
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return base.OnExiting(next);
}
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public override void OnResuming(IScreen last)
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{
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this.MoveToX(0, transition_length, Easing.OutExpo);
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base.OnResuming(last);
}
}
}