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osu-lazer/osu.Game/Screens/Loader.cs

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// 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shaders;
using osu.Game.Screens.Menu;
using OpenTK;
using osu.Framework.Screens;
using osu.Game.Overlays;
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namespace osu.Game.Screens
{
public class Loader : OsuScreen
{
private bool showDisclaimer;
protected override bool HideOverlaysOnEnter => true;
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protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.Disabled;
protected override bool AllowBackButton => false;
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public Loader()
{
ValidForResume = false;
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
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logo.BeatMatching = false;
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logo.Triangles = false;
logo.Origin = Anchor.BottomRight;
logo.Anchor = Anchor.BottomRight;
logo.Position = new Vector2(-40);
logo.Scale = new Vector2(0.2f);
logo.Delay(500).FadeInFromZero(1000, Easing.OutQuint);
}
protected override void LogoSuspending(OsuLogo logo)
{
base.LogoSuspending(logo);
logo.FadeOut(logo.Alpha * 400);
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}
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private OsuScreen loadableScreen;
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private ShaderPrecompiler precompiler;
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protected virtual OsuScreen CreateLoadableScreen() => showDisclaimer ? (OsuScreen)new Disclaimer() : new Intro();
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protected virtual ShaderPrecompiler CreateShaderPrecompiler() => new ShaderPrecompiler();
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protected override void OnEntering(Screen last)
{
base.OnEntering(last);
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LoadComponentAsync(precompiler = CreateShaderPrecompiler(), Add);
LoadComponentAsync(loadableScreen = CreateLoadableScreen());
checkIfLoaded();
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}
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private void checkIfLoaded()
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{
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if (loadableScreen.LoadState != LoadState.Ready || !precompiler.FinishedCompiling)
{
Schedule(checkIfLoaded);
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return;
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}
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Push(loadableScreen);
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}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
showDisclaimer = game.IsDeployedBuild;
}
/// <summary>
/// Compiles a set of shaders before continuing. Attempts to draw some frames between compilation by limiting to one compile per draw frame.
/// </summary>
public class ShaderPrecompiler : Drawable
{
private readonly List<Shader> loadTargets = new List<Shader>();
public bool FinishedCompiling { get; private set; }
[BackgroundDependencyLoader]
private void load(ShaderManager manager)
{
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
}
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protected virtual bool AllLoaded => loadTargets.All(s => s.Loaded);
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protected override void Update()
{
base.Update();
// if our target is null we are done.
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if (AllLoaded)
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{
FinishedCompiling = true;
Expire();
}
}
}
}
}