mirror of
https://github.com/osukey/osukey.git
synced 2025-07-03 01:09:57 +09:00
Normalize all the line endings
This commit is contained in:
@ -1,85 +1,85 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Threading;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Input;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Screens
|
||||
{
|
||||
public abstract class BackgroundScreen : Screen, IEquatable<BackgroundScreen>
|
||||
{
|
||||
public virtual bool Equals(BackgroundScreen other)
|
||||
{
|
||||
return other?.GetType() == GetType();
|
||||
}
|
||||
|
||||
private const float transition_length = 500;
|
||||
private const float x_movement_amount = 50;
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
//we don't want to handle escape key.
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool Push(Screen screen)
|
||||
{
|
||||
// When trying to push a non-loaded screen, load it asynchronously and re-invoke Push
|
||||
// once it's done.
|
||||
if (screen.LoadState == LoadState.NotLoaded)
|
||||
{
|
||||
LoadComponentAsync(screen, d => Push((BackgroundScreen)d));
|
||||
return true;
|
||||
}
|
||||
|
||||
// Make sure the in-progress loading is complete before pushing the screen.
|
||||
while (screen.LoadState < LoadState.Ready)
|
||||
Thread.Sleep(1);
|
||||
|
||||
base.Push(screen);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
Content.Scale = new Vector2(1 + x_movement_amount / DrawSize.X * 2);
|
||||
}
|
||||
|
||||
protected override void OnEntering(Screen last)
|
||||
{
|
||||
Content.FadeOut();
|
||||
Content.MoveToX(x_movement_amount);
|
||||
|
||||
Content.FadeIn(transition_length, Easing.InOutQuart);
|
||||
Content.MoveToX(0, transition_length, Easing.InOutQuart);
|
||||
|
||||
base.OnEntering(last);
|
||||
}
|
||||
|
||||
protected override void OnSuspending(Screen next)
|
||||
{
|
||||
Content.MoveToX(-x_movement_amount, transition_length, Easing.InOutQuart);
|
||||
base.OnSuspending(next);
|
||||
}
|
||||
|
||||
protected override bool OnExiting(Screen next)
|
||||
{
|
||||
Content.FadeOut(transition_length, Easing.OutExpo);
|
||||
Content.MoveToX(x_movement_amount, transition_length, Easing.OutExpo);
|
||||
|
||||
return base.OnExiting(next);
|
||||
}
|
||||
|
||||
protected override void OnResuming(Screen last)
|
||||
{
|
||||
Content.MoveToX(0, transition_length, Easing.OutExpo);
|
||||
base.OnResuming(last);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Threading;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Input;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Screens
|
||||
{
|
||||
public abstract class BackgroundScreen : Screen, IEquatable<BackgroundScreen>
|
||||
{
|
||||
public virtual bool Equals(BackgroundScreen other)
|
||||
{
|
||||
return other?.GetType() == GetType();
|
||||
}
|
||||
|
||||
private const float transition_length = 500;
|
||||
private const float x_movement_amount = 50;
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
//we don't want to handle escape key.
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool Push(Screen screen)
|
||||
{
|
||||
// When trying to push a non-loaded screen, load it asynchronously and re-invoke Push
|
||||
// once it's done.
|
||||
if (screen.LoadState == LoadState.NotLoaded)
|
||||
{
|
||||
LoadComponentAsync(screen, d => Push((BackgroundScreen)d));
|
||||
return true;
|
||||
}
|
||||
|
||||
// Make sure the in-progress loading is complete before pushing the screen.
|
||||
while (screen.LoadState < LoadState.Ready)
|
||||
Thread.Sleep(1);
|
||||
|
||||
base.Push(screen);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
Content.Scale = new Vector2(1 + x_movement_amount / DrawSize.X * 2);
|
||||
}
|
||||
|
||||
protected override void OnEntering(Screen last)
|
||||
{
|
||||
Content.FadeOut();
|
||||
Content.MoveToX(x_movement_amount);
|
||||
|
||||
Content.FadeIn(transition_length, Easing.InOutQuart);
|
||||
Content.MoveToX(0, transition_length, Easing.InOutQuart);
|
||||
|
||||
base.OnEntering(last);
|
||||
}
|
||||
|
||||
protected override void OnSuspending(Screen next)
|
||||
{
|
||||
Content.MoveToX(-x_movement_amount, transition_length, Easing.InOutQuart);
|
||||
base.OnSuspending(next);
|
||||
}
|
||||
|
||||
protected override bool OnExiting(Screen next)
|
||||
{
|
||||
Content.FadeOut(transition_length, Easing.OutExpo);
|
||||
Content.MoveToX(x_movement_amount, transition_length, Easing.OutExpo);
|
||||
|
||||
return base.OnExiting(next);
|
||||
}
|
||||
|
||||
protected override void OnResuming(Screen last)
|
||||
{
|
||||
Content.MoveToX(0, transition_length, Easing.OutExpo);
|
||||
base.OnResuming(last);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user