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Make UserDimContainer abstract

This commit is contained in:
David Zhao 2019-07-11 13:17:28 +09:00
parent 221ee58f55
commit 321266e96f
6 changed files with 95 additions and 78 deletions

View File

@ -243,7 +243,7 @@ namespace osu.Game.Tests.Visual.Background
{
player.StoryboardEnabled.Value = false;
player.ReplacesBackground.Value = false;
player.CurrentStoryboardContainer.Add(new OsuSpriteText
player.CurrentDimmableStoryboardContainer.Add(new OsuSpriteText
{
Size = new Vector2(500, 50),
Alpha = 1,
@ -336,9 +336,9 @@ namespace osu.Game.Tests.Visual.Background
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
protected override StoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new TestStoryboardContainer { RelativeSizeAxes = Axes.Both };
protected override DimmableStoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new TestDimmableStoryboardContainer { RelativeSizeAxes = Axes.Both };
public TestStoryboardContainer CurrentStoryboardContainer => (TestStoryboardContainer)StoryboardContainer;
public TestDimmableStoryboardContainer CurrentDimmableStoryboardContainer => (TestDimmableStoryboardContainer)DimmableStoryboardContainer;
// Whether or not the player should be allowed to load.
public bool BlockLoad;
@ -352,9 +352,9 @@ namespace osu.Game.Tests.Visual.Background
{
}
public bool IsStoryboardVisible() => CurrentStoryboardContainer.CurrentAlpha == 1;
public bool IsStoryboardVisible() => CurrentDimmableStoryboardContainer.CurrentAlpha == 1;
public bool IsStoryboardInvisible() => CurrentStoryboardContainer.CurrentAlpha <= 1;
public bool IsStoryboardInvisible() => CurrentDimmableStoryboardContainer.CurrentAlpha <= 1;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, CancellationToken token)
@ -387,7 +387,7 @@ namespace osu.Game.Tests.Visual.Background
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
protected override UserDimContainer CreateFadeContainer() => fadeContainer = new TestUserDimContainer { RelativeSizeAxes = Axes.Both };
protected override DimmableBackgroundContainer CreateFadeContainer() => fadeContainer = new TestDimmableBackgroundContainer { RelativeSizeAxes = Axes.Both };
public Color4 CurrentColour => fadeContainer.CurrentColour;
@ -395,7 +395,7 @@ namespace osu.Game.Tests.Visual.Background
public Vector2 CurrentBlur => Background.BlurSigma;
private TestUserDimContainer fadeContainer;
private TestDimmableBackgroundContainer fadeContainer;
public FadeAccessibleBackground(WorkingBeatmap beatmap)
: base(beatmap)
@ -403,17 +403,17 @@ namespace osu.Game.Tests.Visual.Background
}
}
private class TestStoryboardContainer : StoryboardContainer
private class TestDimmableStoryboardContainer : DimmableStoryboardContainer
{
public float CurrentAlpha => DimContainer.Alpha;
public TestStoryboardContainer()
public TestDimmableStoryboardContainer()
: base(new Storyboard())
{
}
}
private class TestUserDimContainer : UserDimContainer
private class TestDimmableBackgroundContainer : DimmableBackgroundContainer
{
public Color4 CurrentColour => DimContainer.Colour;
public float CurrentAlpha => DimContainer.Alpha;

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@ -0,0 +1,68 @@
// 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;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Graphics.Backgrounds;
using osuTK;
namespace osu.Game.Graphics.Containers
{
public class DimmableBackgroundContainer : UserDimContainer
{
/// <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> userBlurLevel { get; set; }
private Background background;
public Background Background
{
get => background;
set
{
base.Add(background = value);
background.BlurTo(blurTarget, 0, Easing.OutQuint);
}
}
public override void Add(Drawable drawable)
{
if (drawable is Background)
throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
base.Add(drawable);
}
/// <summary>
/// As an optimisation, we add the two blur portions to be applied rather than actually applying two separate blurs.
/// </summary>
private Vector2 blurTarget => EnableUserDim.Value
? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * 25)
: new Vector2(BlurAmount.Value);
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
BlurAmount.ValueChanged += _ => UpdateVisuals();
userBlurLevel.ValueChanged += _ => UpdateVisuals();
}
protected override void ApplyFade()
{
// The background needs to be hidden in the case of it being replaced by the storyboard
DimContainer.FadeTo(ShowStoryboard.Value && StoryboardReplacesBackground.Value ? 0 : 1, BACKGROUND_FADE_DURATION, Easing.OutQuint);
Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
}
}

View File

@ -11,16 +11,14 @@ namespace osu.Game.Graphics.Containers
/// <summary>
/// A container that handles <see cref="Storyboard"/> loading, as well as applies user-specified visual settings to it.
/// </summary>
public class StoryboardContainer : UserDimContainer
public class DimmableStoryboardContainer : UserDimContainer
{
private readonly Storyboard storyboard;
private DrawableStoryboard drawableStoryboard;
public StoryboardContainer(Storyboard storyboard)
public DimmableStoryboardContainer(Storyboard storyboard)
{
this.storyboard = storyboard;
EnableUserDim.Default = true;
EnableUserDim.Value = true;
}
[BackgroundDependencyLoader]

View File

@ -1,15 +1,11 @@
// 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;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Screens.Play;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Graphics.Containers
@ -17,7 +13,7 @@ namespace osu.Game.Graphics.Containers
/// <summary>
/// A container that applies user-configured visual settings to its contents.
/// </summary>
public class UserDimContainer : Container
public abstract class UserDimContainer : Container
{
protected const float BACKGROUND_FADE_DURATION = 800;
@ -31,14 +27,6 @@ namespace osu.Game.Graphics.Containers
/// </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>();
protected Bindable<double> UserDimLevel { get; private set; }
protected Bindable<bool> ShowStoryboard { get; private set; }
@ -47,62 +35,30 @@ namespace osu.Game.Graphics.Containers
protected override Container<Drawable> Content => DimContainer;
private Bindable<double> userBlurLevel { get; set; }
/// <summary>
/// As an optimisation, we add the two blur portions to be applied rather than actually applying two separate blurs.
/// </summary>
private Vector2 blurTarget => EnableUserDim.Value
? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * 25)
: new Vector2(BlurAmount.Value);
/// <summary>
/// Creates a new <see cref="UserDimContainer"/>.
/// </summary>
public UserDimContainer()
protected UserDimContainer()
{
AddInternal(DimContainer = new Container { RelativeSizeAxes = Axes.Both });
}
private Background background;
public Background Background
{
get => background;
set
{
base.Add(background = value);
background.BlurTo(blurTarget, 0, Easing.OutQuint);
}
}
public override void Add(Drawable drawable)
{
if (drawable is Background)
throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
base.Add(drawable);
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
UserDimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
ShowStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
EnableUserDim.ValueChanged += _ => updateVisuals();
UserDimLevel.ValueChanged += _ => updateVisuals();
ShowStoryboard.ValueChanged += _ => updateVisuals();
StoryboardReplacesBackground.ValueChanged += _ => updateVisuals();
BlurAmount.ValueChanged += _ => updateVisuals();
userBlurLevel.ValueChanged += _ => updateVisuals();
EnableUserDim.ValueChanged += _ => UpdateVisuals();
UserDimLevel.ValueChanged += _ => UpdateVisuals();
ShowStoryboard.ValueChanged += _ => UpdateVisuals();
StoryboardReplacesBackground.ValueChanged += _ => UpdateVisuals();
}
protected override void LoadComplete()
{
base.LoadComplete();
updateVisuals();
UpdateVisuals();
}
/// <summary>
@ -112,14 +68,9 @@ namespace osu.Game.Graphics.Containers
/// 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.
/// </remarks>
protected virtual void ApplyFade()
{
// The background needs to be hidden in the case of it being replaced by the storyboard
DimContainer.FadeTo(ShowStoryboard.Value && StoryboardReplacesBackground.Value ? 0 : 1, BACKGROUND_FADE_DURATION, Easing.OutQuint);
Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
protected abstract void ApplyFade();
private void updateVisuals()
protected void UpdateVisuals()
{
ApplyFade();

View File

@ -30,9 +30,9 @@ namespace osu.Game.Screens.Backgrounds
/// </summary>
public readonly Bindable<float> BlurAmount = new Bindable<float>();
private readonly UserDimContainer fadeContainer;
private readonly DimmableBackgroundContainer fadeContainer;
protected virtual UserDimContainer CreateFadeContainer() => new UserDimContainer { RelativeSizeAxes = Axes.Both };
protected virtual DimmableBackgroundContainer CreateFadeContainer() => new DimmableBackgroundContainer() { RelativeSizeAxes = Axes.Both };
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{

View File

@ -76,9 +76,9 @@ namespace osu.Game.Screens.Play
protected GameplayClockContainer GameplayClockContainer { get; private set; }
protected StoryboardContainer StoryboardContainer { get; private set; }
protected DimmableStoryboardContainer DimmableStoryboardContainer { get; private set; }
protected virtual StoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new StoryboardContainer(storyboard) { RelativeSizeAxes = Axes.Both };
protected virtual DimmableStoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new DimmableStoryboardContainer(storyboard) { RelativeSizeAxes = Axes.Both };
[Cached]
[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
@ -124,7 +124,7 @@ namespace osu.Game.Screens.Play
GameplayClockContainer.Children = new[]
{
StoryboardContainer = CreateStoryboardContainer(Beatmap.Value.Storyboard),
DimmableStoryboardContainer = CreateStoryboardContainer(Beatmap.Value.Storyboard),
new ScalingContainer(ScalingMode.Gameplay)
{
Child = new LocalSkinOverrideContainer(working.Skin)
@ -455,7 +455,7 @@ namespace osu.Game.Screens.Play
Background.BlurAmount.Value = 0;
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
StoryboardContainer.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
DimmableStoryboardContainer.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;