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Merge pull request #3461 from peppy/background-brightness

Fix global background brightness being unexpectedly dim
This commit is contained in:
Dean Herbert 2018-09-21 17:26:39 +09:00 committed by GitHub
commit 1eb0277ba3
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 51 additions and 26 deletions

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@ -6,7 +6,6 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using OpenTK.Graphics;
namespace osu.Game.Graphics.Backgrounds
{
@ -28,7 +27,6 @@ namespace osu.Game.Graphics.Backgrounds
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Colour = Color4.DarkGray,
FillMode = FillMode.Fill,
});
}

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@ -4,19 +4,14 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Framework.Graphics.Transforms;
using OpenTK;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Backgrounds;
namespace osu.Game.Screens.Backgrounds
{
public class BackgroundScreenBeatmap : BackgroundScreen
public class BackgroundScreenBeatmap : BlurrableBackgroundScreen
{
private Background background;
private WorkingBeatmap beatmap;
private Vector2 blurTarget;
public WorkingBeatmap Beatmap
{
@ -30,21 +25,21 @@ namespace osu.Game.Screens.Backgrounds
Schedule(() =>
{
LoadComponentAsync(new BeatmapBackground(beatmap), b =>
LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() =>
{
float newDepth = 0;
if (background != null)
if (Background != null)
{
newDepth = background.Depth + 1;
background.FinishTransforms();
background.FadeOut(250);
background.Expire();
newDepth = Background.Depth + 1;
Background.FinishTransforms();
Background.FadeOut(250);
Background.Expire();
}
b.Depth = newDepth;
Add(background = b);
background.BlurSigma = blurTarget;
});
Add(Background = b);
Background.BlurSigma = BlurTarget;
}));
});
}
}
@ -54,9 +49,6 @@ namespace osu.Game.Screens.Backgrounds
Beatmap = beatmap;
}
public TransformSequence<Background> BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
=> background?.BlurTo(blurTarget = sigma, duration, easing);
public override bool Equals(BackgroundScreen other)
{
var otherBeatmapBackground = other as BackgroundScreenBeatmap;

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@ -3,32 +3,32 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Framework.Threading;
using osu.Game.Graphics.Backgrounds;
namespace osu.Game.Screens.Backgrounds
{
public class BackgroundScreenDefault : BackgroundScreen
public class BackgroundScreenDefault : BlurrableBackgroundScreen
{
private int currentDisplay;
private const int background_count = 5;
private string backgroundName => $@"Menu/menu-background-{currentDisplay % background_count + 1}";
private Background current;
[BackgroundDependencyLoader]
private void load()
{
currentDisplay = RNG.Next(0, background_count);
display(new Background(backgroundName));
}
private void display(Background newBackground)
{
current?.FadeOut(800, Easing.InOutSine);
current?.Expire();
Background?.FadeOut(800, Easing.InOutSine);
Background?.Expire();
Add(current = newBackground);
Add(Background = newBackground);
currentDisplay++;
}

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@ -0,0 +1,20 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transforms;
using osu.Game.Graphics.Backgrounds;
using OpenTK;
namespace osu.Game.Screens
{
public abstract class BlurrableBackgroundScreen : BackgroundScreen
{
protected Background Background;
protected Vector2 BlurTarget;
public TransformSequence<Background> BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
=> Background?.BlurTo(BlurTarget = sigma, duration, easing);
}
}

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@ -10,6 +10,7 @@ using osu.Framework.Input.EventArgs;
using osu.Framework.Input.States;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Charts;
@ -64,6 +65,20 @@ namespace osu.Game.Screens.Menu
},
sideFlashes = new MenuSideFlashes(),
};
buttons.StateChanged += state =>
{
switch (state)
{
case ButtonSystemState.Initial:
case ButtonSystemState.Exit:
background.FadeColour(Color4.White, 500, Easing.OutSine);
break;
default:
background.FadeColour(OsuColour.Gray(0.8f), 500, Easing.OutSine);
break;
}
};
}
[BackgroundDependencyLoader(true)]