mirror of https://github.com/ppy/osu
68 lines
2.5 KiB
C#
68 lines
2.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osuTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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using osu.Framework.Graphics.Shapes;
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namespace osu.Game.Screens.Select
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{
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internal partial class BeatmapInfoWedgeBackground : CompositeDrawable
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{
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private readonly IWorkingBeatmap beatmap;
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public BeatmapInfoWedgeBackground(IWorkingBeatmap beatmap)
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{
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this.beatmap = beatmap;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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InternalChild = new BufferedContainer(cachedFrameBuffer: true)
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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// We will create the white-to-black gradient by modulating transparency and having
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// a black backdrop. This results in an sRGB-space gradient and not linear space,
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// transitioning from white to black more perceptually uniformly.
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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},
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// We use a container, such that we can set the colour gradient to go across the
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// vertices of the masked container instead of the vertices of the (larger) sprite.
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(Color4.White, Color4.White.Opacity(0.3f)),
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Children = new[]
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{
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// Zoomed-in and cropped beatmap background
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new BeatmapBackgroundSprite(beatmap)
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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FillMode = FillMode.Fill,
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},
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},
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},
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}
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};
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}
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}
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}
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