mirror of https://github.com/ppy/osu
Merge branch 'master' into catch-catcher
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commit
825e854aff
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@ -20,14 +20,19 @@ public interface IHasAccentColour : IDrawable
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public static class AccentedColourExtensions
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{
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/// <summary>
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/// Tweens the accent colour of a drawable to another colour.
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/// Smoothly adjusts <see cref="IHasAccentColour.AccentColour"/> over time.
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/// </summary>
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/// <param name="accentedDrawable">The drawable to apply the accent colour to.</param>
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/// <param name="newColour">The new accent colour.</param>
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/// <param name="duration">The tween duration.</param>
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/// <param name="easing">The tween easing.</param>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public static TransformSequence<T> FadeAccent<T>(this T accentedDrawable, Color4 newColour, double duration = 0, Easing easing = Easing.None)
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where T : IHasAccentColour
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=> accentedDrawable.TransformTo(nameof(accentedDrawable.AccentColour), newColour, duration, easing);
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/// <summary>
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/// Smoothly adjusts <see cref="IHasAccentColour.AccentColour"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public static TransformSequence<T> FadeAccent<T>(this TransformSequence<T> t, Color4 newColour, double duration = 0, Easing easing = Easing.None)
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where T : Drawable, IHasAccentColour
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=> t.Append(o => o.FadeAccent(newColour, duration, easing));
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}
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}
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@ -9,6 +9,7 @@
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using osu.Framework.IO.Stores;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Caching;
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namespace osu.Game.Graphics
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{
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@ -17,6 +18,7 @@ public class SpriteIcon : CompositeDrawable
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private readonly Sprite spriteShadow;
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private readonly Sprite spriteMain;
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private Cached layout = new Cached();
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private readonly Container shadowVisibility;
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public SpriteIcon()
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@ -71,16 +73,23 @@ private void updateTexture()
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & Invalidation.Colour) > 0)
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if ((invalidation & Invalidation.Colour) > 0 && Shadow)
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layout.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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}
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protected override void Update()
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{
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if (!layout.IsValid)
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{
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//adjust shadow alpha based on highest component intensity to avoid muddy display of darker text.
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//squared result for quadratic fall-off seems to give the best result.
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var avgColour = (Color4)DrawInfo.Colour.AverageColour;
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spriteShadow.Alpha = (float)Math.Pow(Math.Max(Math.Max(avgColour.R, avgColour.G), avgColour.B), 2);
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}
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return base.Invalidate(invalidation, source, shallPropagate);
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layout.Validate();
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}
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}
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public bool Shadow
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