Merge branch 'master' into catch-catcher

This commit is contained in:
Dean Herbert 2017-08-08 07:28:55 +09:00 committed by GitHub
commit 825e854aff
2 changed files with 22 additions and 8 deletions

View File

@ -20,14 +20,19 @@ public interface IHasAccentColour : IDrawable
public static class AccentedColourExtensions
{
/// <summary>
/// Tweens the accent colour of a drawable to another colour.
/// Smoothly adjusts <see cref="IHasAccentColour.AccentColour"/> over time.
/// </summary>
/// <param name="accentedDrawable">The drawable to apply the accent colour to.</param>
/// <param name="newColour">The new accent colour.</param>
/// <param name="duration">The tween duration.</param>
/// <param name="easing">The tween easing.</param>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public static TransformSequence<T> FadeAccent<T>(this T accentedDrawable, Color4 newColour, double duration = 0, Easing easing = Easing.None)
where T : IHasAccentColour
=> accentedDrawable.TransformTo(nameof(accentedDrawable.AccentColour), newColour, duration, easing);
/// <summary>
/// Smoothly adjusts <see cref="IHasAccentColour.AccentColour"/> over time.
/// </summary>
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
public static TransformSequence<T> FadeAccent<T>(this TransformSequence<T> t, Color4 newColour, double duration = 0, Easing easing = Easing.None)
where T : Drawable, IHasAccentColour
=> t.Append(o => o.FadeAccent(newColour, duration, easing));
}
}

View File

@ -9,6 +9,7 @@
using osu.Framework.IO.Stores;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Caching;
namespace osu.Game.Graphics
{
@ -17,6 +18,7 @@ public class SpriteIcon : CompositeDrawable
private readonly Sprite spriteShadow;
private readonly Sprite spriteMain;
private Cached layout = new Cached();
private readonly Container shadowVisibility;
public SpriteIcon()
@ -71,16 +73,23 @@ private void updateTexture()
public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
{
if ((invalidation & Invalidation.Colour) > 0)
if ((invalidation & Invalidation.Colour) > 0 && Shadow)
layout.Invalidate();
return base.Invalidate(invalidation, source, shallPropagate);
}
protected override void Update()
{
if (!layout.IsValid)
{
//adjust shadow alpha based on highest component intensity to avoid muddy display of darker text.
//squared result for quadratic fall-off seems to give the best result.
var avgColour = (Color4)DrawInfo.Colour.AverageColour;
spriteShadow.Alpha = (float)Math.Pow(Math.Max(Math.Max(avgColour.R, avgColour.G), avgColour.B), 2);
}
return base.Invalidate(invalidation, source, shallPropagate);
layout.Validate();
}
}
public bool Shadow