mirror of
https://github.com/ppy/osu
synced 2024-12-25 00:02:48 +00:00
97 lines
2.9 KiB
C#
97 lines
2.9 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Threading;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.GameModes;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Input;
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using OpenTK;
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namespace osu.Game.Screens
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{
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public abstract class BackgroundMode : GameMode, IEquatable<BackgroundMode>
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{
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public virtual bool Equals(BackgroundMode other)
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{
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return other?.GetType() == GetType();
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}
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const float transition_length = 500;
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const float x_movement_amount = 50;
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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//we don't want to handle escape key.
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return false;
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}
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BaseGame game;
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[BackgroundDependencyLoader]
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private void load(BaseGame game)
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{
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this.game = game;
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}
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public override bool Push(GameMode mode)
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{
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// When trying to push a non-loaded GameMode, load it asynchronously and re-invoke Push
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// once it's done.
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if (mode.LoadState == LoadState.NotLoaded)
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{
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mode.Preload(game, d => Push((BackgroundMode)d));
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return true;
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}
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// Make sure the in-progress loading is complete before pushing the GameMode.
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while (mode.LoadState < LoadState.Loaded)
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Thread.Sleep(1);
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base.Push(mode);
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return true;
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}
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protected override void Update()
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{
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base.Update();
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Content.Scale = new Vector2(1 + (x_movement_amount / DrawSize.X) * 2);
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}
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protected override void OnEntering(GameMode last)
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{
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Content.FadeOut();
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Content.MoveToX(x_movement_amount);
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Content.FadeIn(transition_length, EasingTypes.InOutQuart);
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Content.MoveToX(0, transition_length, EasingTypes.InOutQuart);
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base.OnEntering(last);
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}
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protected override void OnSuspending(GameMode next)
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{
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Content.MoveToX(-x_movement_amount, transition_length, EasingTypes.InOutQuart);
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base.OnSuspending(next);
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}
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protected override bool OnExiting(GameMode next)
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{
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Content.FadeOut(transition_length, EasingTypes.OutExpo);
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Content.MoveToX(x_movement_amount, transition_length, EasingTypes.OutExpo);
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return base.OnExiting(next);
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}
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protected override void OnResuming(GameMode last)
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{
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Content.MoveToX(0, transition_length, EasingTypes.OutExpo);
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base.OnResuming(last);
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}
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}
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}
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