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Add scale adjusts to bring legacy skins in-line with lazer sizing #2256

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merged 3 commits into from Mar 22, 2018

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@peppy
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peppy commented Mar 21, 2018

Adds @2x support to legacy skins.

@peppy peppy added the skinning label Mar 21, 2018

@peppy peppy added this to the March 2018 milestone Mar 21, 2018

@peppy peppy referenced this pull request Mar 21, 2018

Merged

Add the ability to skin the gameplay cursor #2257

2 of 2 tasks complete
@@ -57,10 +59,22 @@ public override Drawable GetDrawableComponent(string componentName)
break;
}
var texture = GetTexture(componentName);
float ratio = 0.72f; // brings sizing roughly in-line with stable

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@smoogipoo

smoogipoo Mar 22, 2018

Contributor

Explain the reason for this again? Is this because some skins have transparency padding?

If so I'd rather this wasn't here, because it makes it even harder for people to know how much transparency to remove from their skins.

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@peppy

peppy Mar 22, 2018

Member

No, this does what it says. It brings skin elements in-line with lazer (tested using default skin template and a few custom skins).

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@smoogipoo

smoogipoo Mar 22, 2018

Contributor

Skinning is not even fully implemented yet - it's maybe implemented in like 4 drawable components, hardly enough to get a reasonable idea about this.

A better fix would be to alter the size of lazer's components to match stable's, rather than the other way around, no?

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@peppy

peppy Mar 22, 2018

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The scale applies to every skinnable element, equally.

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@smoogipoo

smoogipoo Mar 22, 2018

Contributor

I'll trust your judgement that this is close enough.

@peppy peppy merged commit 8b7640f into ppy:master Mar 22, 2018

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@peppy peppy deleted the peppy:skin-scaling branch Jun 21, 2018

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