Refactor OsuColour into injected instance class

Which should allow you to change the color palette in the future for
skinning purposes.
This commit is contained in:
Drew DeVault
2017-01-12 23:49:05 -05:00
parent fa007e632d
commit f5f545df62
12 changed files with 248 additions and 210 deletions

View File

@ -81,7 +81,34 @@ namespace osu.Game.Screens.Select
}
}
public PlaySongSelect()
Player player;
private void start()
{
if (player != null)
return;
//in the future we may want to move this logic to a PlayerLoader gamemode or similar, so we can rely on the SongSelect transition
//and provide a better loading experience (at the moment song select is still accepting input during preload).
player = new Player
{
BeatmapInfo = carousel.SelectedGroup.SelectedPanel.Beatmap,
PreferredPlayMode = playMode.Value
};
player.Preload(Game, delegate
{
if (!Push(player))
{
player = null;
//error occured?
}
});
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapDatabase beatmaps, AudioManager audio, BaseGame game,
OsuGame osuGame, OsuColour colours)
{
const float carouselWidth = 640;
const float bottomToolHeight = 50;
@ -143,42 +170,13 @@ namespace osu.Game.Screens.Select
RelativeSizeAxes = Axes.Y,
Width = 100,
Text = "Play",
Colour = OsuColour.Pink,
Colour = colours.Pink,
Action = start
},
}
}
};
}
Player player;
private void start()
{
if (player != null)
return;
//in the future we may want to move this logic to a PlayerLoader gamemode or similar, so we can rely on the SongSelect transition
//and provide a better loading experience (at the moment song select is still accepting input during preload).
player = new Player
{
BeatmapInfo = carousel.SelectedGroup.SelectedPanel.Beatmap,
PreferredPlayMode = playMode.Value
};
player.Preload(Game, delegate
{
if (!Push(player))
{
player = null;
//error occured?
}
});
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapDatabase beatmaps, AudioManager audio, BaseGame game, OsuGame osuGame)
{
if (osuGame != null)
{
playMode = osuGame.PlayMode;