Migrate to new anchor system without x/y reversal.

This commit is contained in:
Tom94
2016-11-14 17:22:20 +01:00
parent 63f0a01888
commit c860eb25f9
7 changed files with 26 additions and 21 deletions

View File

@ -22,12 +22,13 @@ using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Framework.Graphics.Primitives;
namespace osu.Game.Overlays
{
public class MusicController : OverlayContainer
{
private static readonly Vector2 start_position = new Vector2(10, 60);
private static readonly Vector2 start_position = new Vector2(0, 50);
private MusicControllerBackground backgroundSprite;
private DragBar progress;
@ -63,6 +64,8 @@ namespace osu.Game.Overlays
Anchor = Anchor.TopRight;//placeholder
Origin = Anchor.TopRight;
Position = start_position;
Margin = new MarginPadding(10);
Children = new Drawable[]
{
title = new SpriteText
@ -90,7 +93,7 @@ namespace osu.Game.Overlays
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.BottomCentre,
Position = new Vector2(0, 30),
Position = new Vector2(0, -30),
Action = () =>
{
if (current?.Track == null) return;
@ -115,7 +118,7 @@ namespace osu.Game.Overlays
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.BottomCentre,
Position = new Vector2(-30, 30),
Position = new Vector2(-30, -30),
Action = prev,
Children = new Drawable[]
{
@ -133,7 +136,7 @@ namespace osu.Game.Overlays
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.BottomCentre,
Position = new Vector2(30, 30),
Position = new Vector2(30, -30),
Action = next,
Children = new Drawable[]
{
@ -151,7 +154,7 @@ namespace osu.Game.Overlays
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.BottomRight,
Position = new Vector2(20, 30),
Position = new Vector2(20, -30),
Children = new Drawable[]
{
listButton = new TextAwesome
@ -180,9 +183,7 @@ namespace osu.Game.Overlays
{
Vector2 change = (state.Mouse.Position - state.Mouse.PositionMouseDown.Value);
if ((Anchor & Anchor.x2) > 0)
change.X = -change.X;
// Diminish the drag distance as we go further to simulate "rubber band" feeling.
change *= (float)Math.Pow(change.Length, 0.7f) / change.Length;
MoveTo(start_position + change);