mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 23:24:04 +09:00
Merge remote-tracking branch 'upstream/master' into facade-container
This commit is contained in:
@ -9,7 +9,6 @@ using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osuTK;
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using osuTK.Graphics;
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@ -17,6 +16,7 @@ using osuTK.Input;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Game.Graphics.Containers;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps.ControlPoints;
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@ -48,7 +48,7 @@ namespace osu.Game.Screens.Menu
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => box.ReceivePositionalInputAt(screenSpacePos);
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public Button(string text, string sampleName, FontAwesome symbol, Color4 colour, Action clickAction = null, float extraWidth = 0, Key triggerKey = Key.Unknown)
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public Button(string text, string sampleName, IconUsage symbol, Color4 colour, Action clickAction = null, float extraWidth = 0, Key triggerKey = Key.Unknown)
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{
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this.sampleName = sampleName;
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this.clickAction = clickAction;
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@ -12,6 +12,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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@ -96,8 +97,8 @@ namespace osu.Game.Screens.Menu
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buttonArea.AddRange(new Container[]
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{
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new Button(@"settings", string.Empty, FontAwesome.fa_gear, new Color4(85, 85, 85, 255), () => OnSettings?.Invoke(), -WEDGE_WIDTH, Key.O),
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backButton = new Button(@"back", @"button-back-select", FontAwesome.fa_osu_left_o, new Color4(51, 58, 94, 255), () => State = ButtonSystemState.TopLevel, -WEDGE_WIDTH)
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new Button(@"settings", string.Empty, FontAwesome.Gear, new Color4(85, 85, 85, 255), () => OnSettings?.Invoke(), -WEDGE_WIDTH, Key.O),
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backButton = new Button(@"back", @"button-back-select", OsuIcon.LeftCircle, new Color4(51, 58, 94, 255), () => State = ButtonSystemState.TopLevel, -WEDGE_WIDTH)
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{
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VisibleState = ButtonSystemState.Play,
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},
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@ -119,17 +120,17 @@ namespace osu.Game.Screens.Menu
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[BackgroundDependencyLoader(true)]
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private void load(AudioManager audio, IdleTracker idleTracker, GameHost host)
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{
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buttonsPlay.Add(new Button(@"solo", @"button-solo-select", FontAwesome.fa_user, new Color4(102, 68, 204, 255), () => OnSolo?.Invoke(), WEDGE_WIDTH, Key.P));
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buttonsPlay.Add(new Button(@"multi", @"button-generic-select", FontAwesome.fa_users, new Color4(94, 63, 186, 255), onMulti, 0, Key.M));
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buttonsPlay.Add(new Button(@"chart", @"button-generic-select", FontAwesome.fa_osu_charts, new Color4(80, 53, 160, 255), () => OnChart?.Invoke()));
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buttonsPlay.Add(new Button(@"solo", @"button-solo-select", FontAwesome.User, new Color4(102, 68, 204, 255), () => OnSolo?.Invoke(), WEDGE_WIDTH, Key.P));
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buttonsPlay.Add(new Button(@"multi", @"button-generic-select", FontAwesome.Users, new Color4(94, 63, 186, 255), onMulti, 0, Key.M));
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buttonsPlay.Add(new Button(@"chart", @"button-generic-select", OsuIcon.Charts, new Color4(80, 53, 160, 255), () => OnChart?.Invoke()));
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buttonsPlay.ForEach(b => b.VisibleState = ButtonSystemState.Play);
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buttonsTopLevel.Add(new Button(@"play", @"button-play-select", FontAwesome.fa_osu_logo, new Color4(102, 68, 204, 255), () => State = ButtonSystemState.Play, WEDGE_WIDTH, Key.P));
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buttonsTopLevel.Add(new Button(@"osu!editor", @"button-generic-select", FontAwesome.fa_osu_edit_o, new Color4(238, 170, 0, 255), () => OnEdit?.Invoke(), 0, Key.E));
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buttonsTopLevel.Add(new Button(@"osu!direct", @"button-direct-select", FontAwesome.fa_osu_chevron_down_o, new Color4(165, 204, 0, 255), () => OnDirect?.Invoke(), 0, Key.D));
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buttonsTopLevel.Add(new Button(@"play", @"button-play-select", OsuIcon.Logo, new Color4(102, 68, 204, 255), () => State = ButtonSystemState.Play, WEDGE_WIDTH, Key.P));
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buttonsTopLevel.Add(new Button(@"osu!editor", @"button-generic-select", OsuIcon.EditCircle, new Color4(238, 170, 0, 255), () => OnEdit?.Invoke(), 0, Key.E));
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buttonsTopLevel.Add(new Button(@"osu!direct", @"button-direct-select", OsuIcon.ChevronDownCircle, new Color4(165, 204, 0, 255), () => OnDirect?.Invoke(), 0, Key.D));
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if (host.CanExit)
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buttonsTopLevel.Add(new Button(@"exit", string.Empty, FontAwesome.fa_osu_cross_o, new Color4(238, 51, 153, 255), () => OnExit?.Invoke(), 0, Key.Q));
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buttonsTopLevel.Add(new Button(@"exit", string.Empty, OsuIcon.CrossCircle, new Color4(238, 51, 153, 255), () => OnExit?.Invoke(), 0, Key.Q));
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buttonArea.AddRange(buttonsPlay);
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buttonArea.AddRange(buttonsTopLevel);
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@ -157,7 +158,7 @@ namespace osu.Game.Screens.Menu
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notifications?.Post(new SimpleNotification
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{
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Text = "You gotta be logged in to multi 'yo!",
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Icon = FontAwesome.fa_globe
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Icon = FontAwesome.Globe
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});
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return;
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@ -54,7 +54,7 @@ namespace osu.Game.Screens.Menu
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Icon = FontAwesome.fa_warning,
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Icon = FontAwesome.Warning,
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Size = new Vector2(icon_size),
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Y = icon_y,
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},
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@ -128,7 +128,7 @@ namespace osu.Game.Screens.Menu
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supportFlow.AddText(" to help support the game", format);
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}
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heart = supportFlow.AddIcon(FontAwesome.fa_heart, t =>
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heart = supportFlow.AddIcon(FontAwesome.Heart, t =>
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{
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t.Padding = new MarginPadding { Left = 5 };
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t.Font = t.Font.With(size: 12);
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@ -12,9 +12,13 @@ using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Skinning;
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using osu.Game.Online.API;
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using osu.Game.Users;
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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namespace osu.Game.Screens.Menu
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{
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@ -66,18 +70,25 @@ namespace osu.Game.Screens.Menu
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private IShader shader;
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private readonly Texture texture;
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private Bindable<User> user;
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private Bindable<Skin> skin;
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public LogoVisualisation()
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{
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texture = Texture.WhitePixel;
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AccentColour = new Color4(1, 1, 1, 0.2f);
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Blending = BlendingMode.Additive;
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap)
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private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap, IAPIProvider api, SkinManager skinManager)
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{
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this.beatmap.BindTo(beatmap);
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
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user = api.LocalUser.GetBoundCopy();
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skin = skinManager.CurrentSkin.GetBoundCopy();
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user.ValueChanged += _ => updateColour();
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skin.BindValueChanged(_ => updateColour(), true);
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}
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private void updateAmplitudes()
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@ -107,6 +118,16 @@ namespace osu.Game.Screens.Menu
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Scheduler.AddDelayed(updateAmplitudes, time_between_updates);
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}
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private void updateColour()
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{
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Color4 defaultColour = Color4.White.Opacity(0.2f);
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if (user.Value?.IsSupporter ?? false)
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AccentColour = skin.Value.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("MenuGlow") ? s.CustomColours["MenuGlow"] : (Color4?)null) ?? defaultColour;
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else
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AccentColour = defaultColour;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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@ -12,6 +12,9 @@ using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Skinning;
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using osu.Game.Online.API;
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using osu.Game.Users;
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using System;
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using osu.Framework.Bindables;
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@ -32,6 +35,12 @@ namespace osu.Game.Screens.Menu
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private const double box_fade_in_time = 65;
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private const int box_width = 200;
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private Bindable<User> user;
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private Bindable<Skin> skin;
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[Resolved]
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private OsuColour colours { get; set; }
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public MenuSideFlashes()
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{
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EarlyActivationMilliseconds = box_fade_in_time;
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@ -42,13 +51,12 @@ namespace osu.Game.Screens.Menu
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}
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[BackgroundDependencyLoader]
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private void load(IBindable<WorkingBeatmap> beatmap, OsuColour colours)
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private void load(IBindable<WorkingBeatmap> beatmap, IAPIProvider api, SkinManager skinManager)
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{
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this.beatmap.BindTo(beatmap);
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// linear colour looks better in this case, so let's use it for now.
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Color4 gradientDark = colours.Blue.Opacity(0).ToLinear();
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Color4 gradientLight = colours.Blue.Opacity(0.6f).ToLinear();
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user = api.LocalUser.GetBoundCopy();
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skin = skinManager.CurrentSkin.GetBoundCopy();
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Children = new Drawable[]
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{
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@ -62,8 +70,7 @@ namespace osu.Game.Screens.Menu
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// align off-screen to make sure our edges don't become visible during parallax.
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X = -box_width,
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Alpha = 0,
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Blending = BlendingMode.Additive,
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Colour = ColourInfo.GradientHorizontal(gradientLight, gradientDark)
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Blending = BlendingMode.Additive
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},
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rightBox = new Box
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{
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@ -74,10 +81,12 @@ namespace osu.Game.Screens.Menu
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Height = 1.5f,
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X = box_width,
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Alpha = 0,
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Blending = BlendingMode.Additive,
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Colour = ColourInfo.GradientHorizontal(gradientDark, gradientLight)
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Blending = BlendingMode.Additive
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}
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};
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user.ValueChanged += _ => updateColour();
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skin.BindValueChanged(_ => updateColour(), true);
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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@ -97,5 +106,20 @@ namespace osu.Game.Screens.Menu
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.Then()
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.FadeOut(beatLength, Easing.In);
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}
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private void updateColour()
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{
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Color4 baseColour = colours.Blue;
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if (user.Value?.IsSupporter ?? false)
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baseColour = skin.Value.GetValue<SkinConfiguration, Color4?>(s => s.CustomColours.ContainsKey("MenuGlow") ? s.CustomColours["MenuGlow"] : (Color4?)null) ?? baseColour;
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// linear colour looks better in this case, so let's use it for now.
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Color4 gradientDark = baseColour.Opacity(0).ToLinear();
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Color4 gradientLight = baseColour.Opacity(0.6f).ToLinear();
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leftBox.Colour = ColourInfo.GradientHorizontal(gradientLight, gradientDark);
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rightBox.Colour = ColourInfo.GradientHorizontal(gradientDark, gradientLight);
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}
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}
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}
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