Merge branch 'master' into drawable-clear-safety

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Dean Herbert 2019-03-25 13:58:57 +09:00 committed by GitHub
commit fa7a0a0742
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@ -5,8 +5,10 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Game.Configuration;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Screens;
using osu.Game.Screens.Backgrounds;
using osuTK;
namespace osu.Game.Graphics.Containers
@ -32,7 +34,7 @@ namespace osu.Game.Graphics.Containers
private readonly Container sizableContainer;
private Drawable backgroundLayer;
private BackgroundScreenStack backgroundStack;
/// <summary>
/// Create a new instance.
@ -112,27 +114,29 @@ namespace osu.Game.Graphics.Containers
private void updateSize()
{
const float fade_time = 500;
if (targetMode == ScalingMode.Everything)
{
// the top level scaling container manages the background to be displayed while scaling.
if (requiresBackgroundVisible)
{
if (backgroundLayer == null)
LoadComponentAsync(backgroundLayer = new Background("Menu/menu-background-1")
if (backgroundStack == null)
{
AddInternal(backgroundStack = new BackgroundScreenStack
{
Colour = OsuColour.Gray(0.1f),
Alpha = 0,
Depth = float.MaxValue
}, d =>
{
AddInternal(d);
d.FadeTo(requiresBackgroundVisible ? 1 : 0, 4000, Easing.OutQuint);
});
else
backgroundLayer.FadeIn(500);
backgroundStack.Push(new ScalingBackgroundScreen());
}
backgroundStack.FadeIn(fade_time);
}
else
backgroundLayer?.FadeOut(500);
backgroundStack?.FadeOut(fade_time);
}
bool scaling = targetMode == null || scalingMode.Value == targetMode;
@ -148,6 +152,14 @@ namespace osu.Game.Graphics.Containers
sizableContainer.ResizeTo(targetSize, 500, Easing.OutQuart).OnComplete(_ => { sizableContainer.Masking = requiresMasking; });
}
private class ScalingBackgroundScreen : BackgroundScreenDefault
{
public override void OnEntering(IScreen last)
{
this.FadeInFromZero(4000, Easing.OutQuint);
}
}
private class AlwaysInputContainer : Container
{
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;