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Add blur to background in Player

This commit is contained in:
ColdVolcano 2017-12-25 19:11:49 -06:00
parent 367090155c
commit 044e4d0acd
3 changed files with 21 additions and 7 deletions

View File

@ -65,6 +65,7 @@ namespace osu.Game.Configuration
// Gameplay
Set(OsuSetting.DimLevel, 0.3, 0, 1, 0.01);
Set(OsuSetting.BlurLevel, 0, 0, 1, 0.01);
Set(OsuSetting.ShowInterface, true);
Set(OsuSetting.KeyOverlay, false);
@ -90,6 +91,7 @@ namespace osu.Game.Configuration
GameplayCursorSize,
AutoCursorSize,
DimLevel,
BlurLevel,
ShowStoryboard,
KeyOverlay,
FloatingComments,

View File

@ -22,6 +22,12 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
Bindable = config.GetBindable<double>(OsuSetting.DimLevel),
KeyboardStep = 0.1f
},
new SettingsSlider<double>
{
LabelText = "Background blur",
Bindable = config.GetBindable<double>(OsuSetting.BlurLevel),
KeyboardStep = 0.1f
},
new SettingsCheckbox
{
LabelText = "Show score overlay",

View File

@ -65,6 +65,7 @@ namespace osu.Game.Screens.Play
#region User Settings
private Bindable<double> dimLevel;
private Bindable<double> blurLevel;
private Bindable<bool> showStoryboard;
private Bindable<bool> mouseWheelDisabled;
private Bindable<double> userAudioOffset;
@ -74,7 +75,7 @@ namespace osu.Game.Screens.Play
#endregion
private BreakOverlay breakOverlay;
private Container storyboardContainer;
private BufferedContainer storyboardContainer;
private DrawableStoryboard storyboard;
private HUDOverlay hudOverlay;
@ -88,6 +89,7 @@ namespace osu.Game.Screens.Play
this.api = api;
dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
blurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
@ -147,7 +149,7 @@ namespace osu.Game.Screens.Play
Children = new Drawable[]
{
storyboardContainer = new Container
storyboardContainer = new BufferedContainer
{
RelativeSizeAxes = Axes.Both,
Clock = offsetClock,
@ -309,9 +311,9 @@ namespace osu.Game.Screens.Play
if (!loadedSuccessfully)
return;
(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1000, Easing.OutQuint);
dimLevel.ValueChanged += backgroundLevel_ValueChanged;
blurLevel.ValueChanged += backgroundLevel_ValueChanged;
dimLevel.ValueChanged += dimLevel_ValueChanged;
showStoryboard.ValueChanged += showStoryboard_ValueChanged;
updateBackgroundElements();
@ -368,7 +370,7 @@ namespace osu.Game.Screens.Play
return true;
}
private void dimLevel_ValueChanged(double newValue)
private void backgroundLevel_ValueChanged(double newValue)
=> updateBackgroundElements();
private void showStoryboard_ValueChanged(bool newValue)
@ -377,6 +379,7 @@ namespace osu.Game.Screens.Play
private void updateBackgroundElements()
{
var opacity = 1 - (float)dimLevel;
var blur = new Vector2((float)blurLevel.Value * 25);
if (showStoryboard && storyboard == null)
initializeStoryboard(true);
@ -385,14 +388,17 @@ namespace osu.Game.Screens.Play
var storyboardVisible = showStoryboard && beatmap.Storyboard.HasDrawable;
storyboardContainer.FadeColour(new Color4(opacity, opacity, opacity, 1), 800);
storyboardContainer.FadeTo(storyboardVisible && opacity > 0 ? 1 : 0);
storyboardContainer.FadeTo(storyboardVisible && opacity > 0 ? 1 : 0, 800, Easing.OutQuint);
storyboardContainer.BlurTo(blur, 800, Easing.OutQuint);
Background?.FadeTo(!storyboardVisible || beatmap.Background == null ? opacity : 0, 800, Easing.OutQuint);
(Background as BackgroundScreenBeatmap)?.BlurTo(blur, 800, Easing.OutQuint);
}
private void fadeOut()
{
dimLevel.ValueChanged -= dimLevel_ValueChanged;
dimLevel.ValueChanged -= backgroundLevel_ValueChanged;
blurLevel.ValueChanged -= backgroundLevel_ValueChanged;
showStoryboard.ValueChanged -= showStoryboard_ValueChanged;
const float fade_out_duration = 250;