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osu-lazer/osu.Game/Graphics/Containers/UserDimContainer.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
using osu.Game.Graphics.Backgrounds;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Graphics.Containers
{
/// <summary>
/// A container that applies user-configured visual settings to its contents.
/// This container specifies behavior that applies to both Storyboards and Backgrounds.
/// </summary>
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public class UserDimContainer : Container
{
private const float background_fade_duration = 800;
/// <summary>
/// Whether or not user-configured dim levels should be applied to the container.
/// </summary>
public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
/// <summary>
/// Whether or not the storyboard loaded should completely hide the background behind it.
/// </summary>
public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
/// <summary>
/// The amount of blur to be applied to the background in addition to user-specified blur.
/// </summary>
/// <remarks>
/// Used in contexts where there can potentially be both user and screen-specified blurring occuring at the same time, such as in <see cref="PlayerLoader"/>
/// </remarks>
public readonly Bindable<float> BlurAmount = new Bindable<float>();
private Bindable<double> dimLevel { get; set; }
private Bindable<double> blurLevel { get; set; }
private Bindable<bool> showStoryboard { get; set; }
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protected Container DimContainer { get; }
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protected override Container<Drawable> Content => DimContainer;
private readonly bool isStoryboard;
private Vector2 blurTarget => EnableUserDim.Value
? new Vector2(BlurAmount.Value + (float)blurLevel.Value * 25)
: new Vector2(BlurAmount.Value);
private Background background => DimContainer.Children.OfType<Background>().FirstOrDefault();
/// <summary>
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/// Creates a new <see cref="UserDimContainer"/>.
/// </summary>
/// <param name="isStoryboard"> Whether or not this instance contains a storyboard.
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/// <remarks>
/// While both backgrounds and storyboards allow user dim levels to be applied, storyboards can be toggled via <see cref="showStoryboard"/>
/// and can cause backgrounds to become hidden via <see cref="StoryboardReplacesBackground"/>. Storyboards are also currently unable to be blurred.
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/// </remarks>
/// </param>
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public UserDimContainer(bool isStoryboard = false)
{
this.isStoryboard = isStoryboard;
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AddInternal(DimContainer = new Container { RelativeSizeAxes = Axes.Both });
}
/// <summary>
/// Set the blur of the background in this UserDimContainer to our blur target instantly.
/// </summary>
/// <remarks>
/// We need to support instant blurring here in the case of changing beatmap backgrounds, where blurring shouldn't be from 0 every time the beatmap is changed.
/// </remarks>
public void ApplyInstantBlur()
{
background?.BlurTo(blurTarget, 0, Easing.OutQuint);
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
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dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
blurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
EnableUserDim.ValueChanged += _ => updateVisuals();
dimLevel.ValueChanged += _ => updateVisuals();
blurLevel.ValueChanged += _ => updateVisuals();
showStoryboard.ValueChanged += _ => updateVisuals();
StoryboardReplacesBackground.ValueChanged += _ => updateVisuals();
BlurAmount.ValueChanged += _ => updateVisuals();
}
protected override void LoadComplete()
{
base.LoadComplete();
updateVisuals();
}
private void updateVisuals()
{
if (isStoryboard)
{
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DimContainer.FadeTo(!showStoryboard.Value || dimLevel.Value == 1 ? 0 : 1, background_fade_duration, Easing.OutQuint);
}
else
{
// The background needs to be hidden in the case of it being replaced by the storyboard
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DimContainer.FadeTo(showStoryboard.Value && StoryboardReplacesBackground.Value ? 0 : 1, background_fade_duration, Easing.OutQuint);
// Only blur if this container contains a background
// We can't blur the container like we did with the dim because buffered containers add considerable draw overhead.
// As a result, this blurs the background directly.
background?.BlurTo(blurTarget, background_fade_duration, Easing.OutQuint);
}
DimContainer.FadeColour(EnableUserDim.Value ? OsuColour.Gray(1 - (float)dimLevel.Value) : Color4.White, background_fade_duration, Easing.OutQuint);
}
}
}