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Rework instant blur logic such that updateVisuals doesn't need to be public
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@ -273,7 +273,7 @@ namespace osu.Game.Tests.Visual
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protected override BackgroundScreen CreateBackground()
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{
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FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value);
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DimEnabled.BindTo(background.EnableVisualSettings);
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DimEnabled.BindTo(background.EnableUserDim);
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return background;
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -36,7 +37,7 @@ namespace osu.Game.Graphics.Containers
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/// <remarks>
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/// 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"/>
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/// </remarks>
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public Bindable<float> AddedBlur = new Bindable<float>();
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public readonly Bindable<float> BlurAmount = new Bindable<float>();
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private Bindable<double> dimLevel { get; set; }
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@ -51,8 +52,10 @@ namespace osu.Game.Graphics.Containers
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private readonly bool isStoryboard;
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private Vector2 blurTarget => EnableUserDim.Value
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? new Vector2(AddedBlur.Value + (float)blurLevel.Value * 25)
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: new Vector2(AddedBlur.Value);
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? new Vector2(BlurAmount.Value + (float)blurLevel.Value * 25)
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: new Vector2(BlurAmount.Value);
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private Background background => DimContainer.Children.OfType<Background>().FirstOrDefault();
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/// <summary>
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/// Creates a new <see cref="UserDimContainer"/>.
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@ -69,27 +72,38 @@ namespace osu.Game.Graphics.Containers
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AddInternal(DimContainer = new Container { RelativeSizeAxes = Axes.Both });
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}
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/// <summary>
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/// Set the blur of the background in this UserDimContainer to our blur target instantly.
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/// </summary>
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/// <remarks>
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/// 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.
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/// </remarks>
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public void ApplyInstantBlur()
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{
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background?.BlurTo(blurTarget, 0, Easing.OutQuint);
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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blurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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EnableUserDim.ValueChanged += _ => UpdateVisuals();
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dimLevel.ValueChanged += _ => UpdateVisuals();
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blurLevel.ValueChanged += _ => UpdateVisuals();
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showStoryboard.ValueChanged += _ => UpdateVisuals();
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StoryboardReplacesBackground.ValueChanged += _ => UpdateVisuals();
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AddedBlur.ValueChanged += _ => UpdateVisuals();
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EnableUserDim.ValueChanged += _ => updateVisuals();
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dimLevel.ValueChanged += _ => updateVisuals();
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blurLevel.ValueChanged += _ => updateVisuals();
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showStoryboard.ValueChanged += _ => updateVisuals();
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StoryboardReplacesBackground.ValueChanged += _ => updateVisuals();
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BlurAmount.ValueChanged += _ => updateVisuals();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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UpdateVisuals();
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updateVisuals();
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}
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public void UpdateVisuals(bool instant = false)
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private void updateVisuals()
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{
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if (isStoryboard)
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{
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@ -100,13 +114,10 @@ namespace osu.Game.Graphics.Containers
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// 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);
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foreach (Drawable c in DimContainer)
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{
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// Only blur if this container contains a background
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// 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.
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// We need to support instant blurring here in the case of SongSelect, where blurring shouldn't be from 0 every time the beatmap is changed.
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((Background)c)?.BlurTo(blurTarget, instant ? 0 : background_fade_duration, Easing.OutQuint);
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}
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// Only blur if this container contains a background
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// We can't blur the container like we did with the dim because buffered containers add considerable draw overhead.
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// As a result, this blurs the background directly.
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background?.BlurTo(blurTarget, background_fade_duration, Easing.OutQuint);
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}
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DimContainer.FadeColour(EnableUserDim.Value ? OsuColour.Gray(1 - (float)dimLevel.Value) : Color4.White, background_fade_duration, Easing.OutQuint);
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@ -5,15 +5,12 @@ using System;
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using osu.Framework.Screens;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Backgrounds;
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using osuTK;
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namespace osu.Game.Screens
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{
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public abstract class BackgroundScreen : Screen, IEquatable<BackgroundScreen>
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{
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protected Background Background;
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protected BackgroundScreen()
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{
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Anchor = Anchor.Centre;
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@ -13,16 +13,21 @@ namespace osu.Game.Screens.Backgrounds
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{
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public class BackgroundScreenBeatmap : BackgroundScreen
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{
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protected Background Background;
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private WorkingBeatmap beatmap;
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/// <summary>
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/// Whether or not user dim settings should be applied to this Background.
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/// </summary>
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public readonly Bindable<bool> EnableVisualSettings = new Bindable<bool>();
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public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
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public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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public readonly Bindable<float> AddedBlur = new Bindable<float>();
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/// <summary>
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/// The amount of blur to be applied in addition to user-specified blur.
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/// </summary>
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public readonly Bindable<float> BlurAmount = new Bindable<float>();
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private readonly UserDimContainer fadeContainer;
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@ -53,7 +58,7 @@ namespace osu.Game.Screens.Backgrounds
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b.Depth = newDepth;
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fadeContainer.Add(Background = b);
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fadeContainer.UpdateVisuals(true);
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fadeContainer.ApplyInstantBlur();
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StoryboardReplacesBackground.BindTo(fadeContainer.StoryboardReplacesBackground);
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}));
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});
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@ -64,8 +69,8 @@ namespace osu.Game.Screens.Backgrounds
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{
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Beatmap = beatmap;
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InternalChild = fadeContainer = CreateFadeContainer();
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fadeContainer.EnableUserDim.BindTo(EnableVisualSettings);
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fadeContainer.AddedBlur.BindTo(AddedBlur);
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fadeContainer.EnableUserDim.BindTo(EnableUserDim);
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fadeContainer.BlurAmount.BindTo(BlurAmount);
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}
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public override bool Equals(BackgroundScreen other)
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@ -12,7 +12,7 @@ namespace osu.Game.Screens.Backgrounds
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public BackgroundScreenCustom(string textureName)
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{
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this.textureName = textureName;
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AddInternal(Background = new Background(textureName));
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AddInternal(new Background(textureName));
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}
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public override bool Equals(BackgroundScreen other)
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@ -15,6 +15,8 @@ namespace osu.Game.Screens.Backgrounds
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{
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public class BackgroundScreenDefault : BackgroundScreen
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{
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private Background background;
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private int currentDisplay;
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private const int background_count = 5;
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@ -39,10 +41,10 @@ namespace osu.Game.Screens.Backgrounds
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private void display(Background newBackground)
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{
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Background?.FadeOut(800, Easing.InOutSine);
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Background?.Expire();
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background?.FadeOut(800, Easing.InOutSine);
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background?.Expire();
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AddInternal(Background = newBackground);
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AddInternal(background = newBackground);
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currentDisplay++;
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}
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@ -321,7 +321,8 @@ namespace osu.Game.Screens.Play
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if (enabled.NewValue) initializeStoryboard(true);
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};
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Background.EnableVisualSettings.Value = true;
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Background.EnableUserDim.Value = true;
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Background.BlurAmount.Value = 0;
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Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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StoryboardContainer.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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@ -368,7 +369,7 @@ namespace osu.Game.Screens.Play
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float fadeOutDuration = instant ? 0 : 250;
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this.FadeOut(fadeOutDuration);
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Background.EnableVisualSettings.Value = false;
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Background.EnableUserDim.Value = false;
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storyboardReplacesBackground.Value = false;
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}
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@ -119,18 +119,12 @@ namespace osu.Game.Screens.Play
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private void contentIn()
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{
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Background.AddedBlur.Value = BACKGROUND_BLUR;
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Background.EnableVisualSettings.Value = false;
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content.ScaleTo(1, 650, Easing.OutQuint);
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content.FadeInFromZero(400);
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}
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private void contentOut()
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{
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Background.AddedBlur.Value = 0;
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Background.EnableVisualSettings.Value = true;
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content.ScaleTo(0.7f, 300, Easing.InQuint);
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content.FadeOut(250);
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}
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@ -166,10 +160,12 @@ namespace osu.Game.Screens.Play
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protected override bool OnHover(HoverEvent e)
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{
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// Acts as an "on hover lost" trigger for the visual settings panel.
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// Returns background dim and blur to the values specified by PlayerLoader.
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if (this.IsCurrentScreen())
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{
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Background.AddedBlur.Value = BACKGROUND_BLUR;
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Background.EnableVisualSettings.Value = false;
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Background.BlurAmount.Value = BACKGROUND_BLUR;
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Background.EnableUserDim.Value = false;
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}
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return base.OnHover(e);
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@ -177,12 +173,14 @@ namespace osu.Game.Screens.Play
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protected override void OnHoverLost(HoverLostEvent e)
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{
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// Acts as an "on hover" trigger for the visual settings panel.
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// Preview user-defined background dim and blur when hovered on the visual settings panel.
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if (GetContainingInputManager()?.HoveredDrawables.Contains(VisualSettings) == true)
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{
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if (this.IsCurrentScreen() && Background != null)
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{
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Background.AddedBlur.Value = 0;
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Background.EnableVisualSettings.Value = true;
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Background.BlurAmount.Value = 0;
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Background.EnableUserDim.Value = true;
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}
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}
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@ -241,7 +239,7 @@ namespace osu.Game.Screens.Play
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public override void OnSuspending(IScreen next)
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{
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Background.EnableVisualSettings.Value = true;
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Background.EnableUserDim.Value = true;
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base.OnSuspending(next);
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cancelLoad();
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@ -253,7 +251,7 @@ namespace osu.Game.Screens.Play
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this.FadeOut(150);
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cancelLoad();
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Background.EnableVisualSettings.Value = false;
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Background.EnableUserDim.Value = false;
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return base.OnExiting(next);
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}
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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Ranking
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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((BackgroundScreenBeatmap)Background).AddedBlur.Value = BACKGROUND_BLUR;
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((BackgroundScreenBeatmap)Background).BlurAmount.Value = BACKGROUND_BLUR;
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Background.ScaleTo(1.1f, transition_time, Easing.OutQuint);
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allCircles.ForEach(c =>
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@ -556,7 +556,7 @@ namespace osu.Game.Screens.Select
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if (Background is BackgroundScreenBeatmap backgroundModeBeatmap)
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{
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backgroundModeBeatmap.Beatmap = beatmap;
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backgroundModeBeatmap.AddedBlur.Value = BACKGROUND_BLUR;
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backgroundModeBeatmap.BlurAmount.Value = BACKGROUND_BLUR;
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backgroundModeBeatmap.FadeColour(Color4.White, 250);
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}
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