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Merge pull request #4466 from nyquillerium/visual-settings-container
Move user blurring logic into UserDimContainer
This commit is contained in:
commit
42cb80e068
@ -48,8 +48,8 @@ namespace osu.Game.Tests.Visual
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};
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private DummySongSelect songSelect;
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private DimAccessiblePlayerLoader playerLoader;
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private DimAccessiblePlayer player;
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private TestPlayerLoader playerLoader;
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private TestPlayer player;
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private DatabaseContextFactory factory;
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private BeatmapManager manager;
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private RulesetStore rulesets;
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@ -74,30 +74,26 @@ namespace osu.Game.Tests.Visual
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Dependencies.Cache(manager = new BeatmapManager(LocalStorage, factory, rulesets, null, null, host, Beatmap.Default));
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Dependencies.Cache(new OsuConfigManager(LocalStorage));
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manager.Import(TestResources.GetTestBeatmapForImport());
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Beatmap.SetDefault();
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}
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[SetUp]
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public virtual void SetUp()
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public virtual void SetUp() => Schedule(() =>
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{
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Schedule(() =>
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{
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manager.Delete(manager.GetAllUsableBeatmapSets());
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var temp = TestResources.GetTestBeatmapForImport();
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manager.Import(temp);
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Child = screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both };
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screenStackContainer.ScreenStack.Push(songSelect = new DummySongSelect());
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});
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}
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Child = screenStackContainer = new ScreenStackCacheContainer { RelativeSizeAxes = Axes.Both };
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screenStackContainer.ScreenStack.Push(songSelect = new DummySongSelect());
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});
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/// <summary>
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/// Check if <see cref="PlayerLoader"/> properly triggers background dim previews when a user hovers over the visual settings panel.
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/// Check if <see cref="PlayerLoader"/> properly triggers the visual settings preview when a user hovers over the visual settings panel.
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/// </summary>
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[Test]
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public void PlayerLoaderSettingsHoverTest()
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{
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setupUserSettings();
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
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AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer())));
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AddUntilStep("Wait for Player Loader to load", () => playerLoader?.IsLoaded ?? false);
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AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
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AddStep("Trigger background preview", () =>
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@ -106,16 +102,16 @@ namespace osu.Game.Tests.Visual
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InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
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});
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waitForDim();
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AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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waitForDim();
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AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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}
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/// <summary>
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/// In the case of a user triggering the dim preview the instant player gets loaded, then moving the cursor off of the visual settings:
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/// The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader.
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/// We need to check that in this scenario, the dim is still properly applied after entering player.
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/// The OnHover of PlayerLoader will trigger, which could potentially cause visual settings to be unapplied unless checked for in PlayerLoader.
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/// We need to check that in this scenario, the dim and blur is still properly applied after entering player.
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/// </summary>
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[Test]
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public void PlayerLoaderTransitionTest()
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@ -124,7 +120,7 @@ namespace osu.Game.Tests.Visual
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AddStep("Trigger hover event", () => playerLoader.TriggerOnHover());
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AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
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waitForDim();
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AddAssert("Screen is dimmed and unblurred", () => songSelect.IsBackgroundDimmed() && songSelect.IsBackgroundUnblurred());
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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@ -165,24 +161,24 @@ namespace osu.Game.Tests.Visual
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}
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/// <summary>
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/// Check if the <see cref="UserDimContainer"/> is properly accepting user dim changes at all.
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/// Check if the <see cref="UserDimContainer"/> is properly accepting user-defined visual changes at all.
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/// </summary>
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[Test]
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public void DisableUserDimTest()
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{
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performFullSetup();
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waitForDim();
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AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("EnableUserDim disabled", () => songSelect.DimEnabled.Value = false);
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waitForDim();
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AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
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AddStep("EnableUserDim enabled", () => songSelect.DimEnabled.Value = true);
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waitForDim();
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AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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/// Check if the fade container retains dim when pausing
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/// Check if the visual settings container retains dim and blur when pausing
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/// </summary>
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[Test]
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public void PauseTest()
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@ -190,26 +186,29 @@ namespace osu.Game.Tests.Visual
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performFullSetup(true);
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AddStep("Pause", () => player.CurrentPausableGameplayContainer.Pause());
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waitForDim();
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AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Unpause", () => player.CurrentPausableGameplayContainer.Resume());
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waitForDim();
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AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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/// <summary>
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/// Check if the fade container removes user dim when suspending <see cref="Player"/> for <see cref="SoloResults"/>
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/// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="SoloResults"/>
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/// </summary>
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[Test]
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public void TransitionTest()
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{
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performFullSetup();
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AddStep("Transition to Results", () => player.Push(new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } })));
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var results = new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } });
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AddStep("Transition to Results", () => player.Push(results));
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AddUntilStep("Wait for results is current", results.IsCurrentScreen);
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waitForDim();
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AddAssert("Screen is undimmed and is original background", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent());
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AddAssert("Screen is undimmed, original background retained", () =>
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songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect());
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}
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/// <summary>
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/// Check if background gets undimmed when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
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/// Check if background gets undimmed and unblurred when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
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/// </summary>
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[Test]
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public void TransitionOutTest()
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@ -217,7 +216,23 @@ namespace osu.Game.Tests.Visual
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performFullSetup();
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AddStep("Exit to song select", () => player.Exit());
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waitForDim();
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AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBlurCorrect());
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}
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/// <summary>
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/// Check if hovering on the visual settings dialogue after resuming from player still previews the background dim.
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/// </summary>
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[Test]
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public void ResumeFromPlayerTest()
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{
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performFullSetup();
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AddStep("Move mouse to Visual Settings", () => InputManager.MoveMouseTo(playerLoader.VisualSettingsPos));
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AddStep("Resume PlayerLoader", () => player.Restart());
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waitForDim();
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AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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waitForDim();
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AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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}
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private void waitForDim() => AddWaitStep("Wait for dim", 5);
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@ -243,7 +258,7 @@ namespace osu.Game.Tests.Visual
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AddStep("Start player loader", () =>
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{
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songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer
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songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer
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{
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AllowPause = allowPause,
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Ready = true,
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@ -261,7 +276,7 @@ namespace osu.Game.Tests.Visual
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{
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Beatmap.Value.Mods.Value = Beatmap.Value.Mods.Value.Concat(new[] { new OsuModNoFail() });
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songSelect.DimLevel.Value = 0.7f;
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songSelect.BlurLevel.Value = 0.0f;
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songSelect.BlurLevel.Value = 0.4f;
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});
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}
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@ -289,14 +304,18 @@ namespace osu.Game.Tests.Visual
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public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1 - (float)DimLevel.Value);
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public bool IsBackgroundUnblurred() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
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public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
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public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * 25);
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public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
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public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
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public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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/// <summary>
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/// Make sure every time a screen gets pushed, the background doesn't get replaced
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/// </summary>
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@ -312,9 +331,11 @@ namespace osu.Game.Tests.Visual
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}
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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}
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private class DimAccessiblePlayer : Player
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private class TestPlayer : Player
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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@ -368,18 +389,20 @@ namespace osu.Game.Tests.Visual
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}
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}
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private class DimAccessiblePlayerLoader : PlayerLoader
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private class TestPlayerLoader : PlayerLoader
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{
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public VisualSettings VisualSettingsPos => VisualSettings;
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public BackgroundScreen ScreenPos => Background;
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public DimAccessiblePlayerLoader(Player player)
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public TestPlayerLoader(Player player)
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: base(() => player)
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{
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}
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public void TriggerOnHover() => OnHover(new HoverEvent(new InputState()));
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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}
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@ -388,6 +411,7 @@ namespace osu.Game.Tests.Visual
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protected override UserDimContainer CreateFadeContainer() => fadeContainer = new TestUserDimContainer { RelativeSizeAxes = Axes.Both };
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public Color4 CurrentColour => fadeContainer.CurrentColour;
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public float CurrentAlpha => fadeContainer.CurrentAlpha;
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public Vector2 CurrentBlur => Background.BlurSigma;
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@ -1,27 +1,26 @@
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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;
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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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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// A container that applies user-configured dim levels to its contents.
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/// A container that applies user-configured visual settings to its contents.
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/// This container specifies behavior that applies to both Storyboards and Backgrounds.
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/// </summary>
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public class UserDimContainer : Container
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{
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private const float background_fade_duration = 800;
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private Bindable<double> dimLevel { get; set; }
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private Bindable<bool> showStoryboard { get; set; }
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/// <summary>
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/// Whether or not user-configured dim levels should be applied to the container.
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/// </summary>
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@ -32,19 +31,40 @@ namespace osu.Game.Graphics.Containers
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/// </summary>
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public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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/// <summary>
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/// The amount of blur to be applied to the background in addition to user-specified blur.
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/// </summary>
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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 readonly Bindable<float> BlurAmount = new Bindable<float>();
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private Bindable<double> userDimLevel { get; set; }
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private Bindable<double> userBlurLevel { get; set; }
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private Bindable<bool> showStoryboard { get; set; }
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protected Container DimContainer { get; }
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protected override Container<Drawable> Content => DimContainer;
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private readonly bool isStoryboard;
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/// <summary>
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/// As an optimisation, we add the two blur portions to be applied rather than actually applying two separate blurs.
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/// </summary>
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private Vector2 blurTarget => EnableUserDim.Value
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? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * 25)
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: new Vector2(BlurAmount.Value);
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/// <summary>
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/// Creates a new <see cref="UserDimContainer"/>.
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/// </summary>
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/// <param name="isStoryboard"> Whether or not this instance of UserDimContainer contains a storyboard.
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/// <param name="isStoryboard"> Whether or not this instance contains a storyboard.
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/// <remarks>
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/// While both backgrounds and storyboards allow user dim levels to be applied, storyboards can be toggled via <see cref="showStoryboard"/>
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/// and can cause backgrounds to become hidden via <see cref="StoryboardReplacesBackground"/>.
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/// and can cause backgrounds to become hidden via <see cref="StoryboardReplacesBackground"/>. Storyboards are also currently unable to be blurred.
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/// </remarks>
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/// </param>
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public UserDimContainer(bool isStoryboard = false)
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@ -53,36 +73,62 @@ namespace osu.Game.Graphics.Containers
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AddInternal(DimContainer = new Container { RelativeSizeAxes = Axes.Both });
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}
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private Background background;
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public Background Background
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{
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get => background;
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set
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{
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base.Add(background = value);
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background.BlurTo(blurTarget, 0, Easing.OutQuint);
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}
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}
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public override void Add(Drawable drawable)
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{
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if (drawable is Background)
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throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
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base.Add(drawable);
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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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userDimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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EnableUserDim.ValueChanged += _ => updateBackgroundDim();
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dimLevel.ValueChanged += _ => updateBackgroundDim();
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showStoryboard.ValueChanged += _ => updateBackgroundDim();
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StoryboardReplacesBackground.ValueChanged += _ => updateBackgroundDim();
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EnableUserDim.ValueChanged += _ => updateVisuals();
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userDimLevel.ValueChanged += _ => updateVisuals();
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userBlurLevel.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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updateBackgroundDim();
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updateVisuals();
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}
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private void updateBackgroundDim()
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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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DimContainer.FadeTo(!showStoryboard.Value || dimLevel.Value == 1 ? 0 : 1, background_fade_duration, Easing.OutQuint);
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DimContainer.FadeTo(!showStoryboard.Value || userDimLevel.Value == 1 ? 0 : 1, background_fade_duration, Easing.OutQuint);
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}
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else
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{
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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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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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DimContainer.FadeColour(EnableUserDim.Value ? OsuColour.Gray(1 - (float)userDimLevel.Value) : Color4.White, background_fade_duration, Easing.OutQuint);
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}
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}
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}
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|
@ -12,8 +12,10 @@ using osu.Game.Graphics.Containers;
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namespace osu.Game.Screens.Backgrounds
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{
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public class BackgroundScreenBeatmap : BlurrableBackgroundScreen
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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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@ -23,6 +25,11 @@ namespace osu.Game.Screens.Backgrounds
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public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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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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|
||||
protected virtual UserDimContainer CreateFadeContainer() => new UserDimContainer { RelativeSizeAxes = Axes.Both };
|
||||
@ -32,6 +39,7 @@ namespace osu.Game.Screens.Backgrounds
|
||||
Beatmap = beatmap;
|
||||
InternalChild = fadeContainer = CreateFadeContainer();
|
||||
fadeContainer.EnableUserDim.BindTo(EnableUserDim);
|
||||
fadeContainer.BlurAmount.BindTo(BlurAmount);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
@ -77,8 +85,7 @@ namespace osu.Game.Screens.Backgrounds
|
||||
}
|
||||
|
||||
b.Depth = newDepth;
|
||||
fadeContainer.Add(Background = b);
|
||||
Background.BlurSigma = BlurTarget;
|
||||
fadeContainer.Background = Background = b;
|
||||
StoryboardReplacesBackground.BindTo(fadeContainer.StoryboardReplacesBackground);
|
||||
}
|
||||
|
||||
|
@ -13,8 +13,10 @@ using osu.Game.Users;
|
||||
|
||||
namespace osu.Game.Screens.Backgrounds
|
||||
{
|
||||
public class BackgroundScreenDefault : BlurrableBackgroundScreen
|
||||
public class BackgroundScreenDefault : BackgroundScreen
|
||||
{
|
||||
private Background background;
|
||||
|
||||
private int currentDisplay;
|
||||
private const int background_count = 5;
|
||||
|
||||
@ -39,10 +41,10 @@ namespace osu.Game.Screens.Backgrounds
|
||||
|
||||
private void display(Background newBackground)
|
||||
{
|
||||
Background?.FadeOut(800, Easing.InOutSine);
|
||||
Background?.Expire();
|
||||
background?.FadeOut(800, Easing.InOutSine);
|
||||
background?.Expire();
|
||||
|
||||
AddInternal(Background = newBackground);
|
||||
AddInternal(background = newBackground);
|
||||
currentDisplay++;
|
||||
}
|
||||
|
||||
@ -56,16 +58,16 @@ namespace osu.Game.Screens.Backgrounds
|
||||
|
||||
private Background createBackground()
|
||||
{
|
||||
Background background;
|
||||
Background newBackground;
|
||||
|
||||
if (user.Value?.IsSupporter ?? false)
|
||||
background = new SkinnedBackground(skin.Value, backgroundName);
|
||||
newBackground = new SkinnedBackground(skin.Value, backgroundName);
|
||||
else
|
||||
background = new Background(backgroundName);
|
||||
newBackground = new Background(backgroundName);
|
||||
|
||||
background.Depth = currentDisplay;
|
||||
newBackground.Depth = currentDisplay;
|
||||
|
||||
return background;
|
||||
return newBackground;
|
||||
}
|
||||
|
||||
private class SkinnedBackground : Background
|
||||
|
@ -1,23 +0,0 @@
|
||||
// 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 osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Transforms;
|
||||
using osu.Game.Graphics.Backgrounds;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Screens
|
||||
{
|
||||
public abstract class BlurrableBackgroundScreen : BackgroundScreen
|
||||
{
|
||||
protected Background Background;
|
||||
|
||||
protected Vector2 BlurTarget;
|
||||
|
||||
public TransformSequence<Background> BlurTo(Vector2 sigma, double duration = 0, Easing easing = Easing.None)
|
||||
{
|
||||
BlurTarget = sigma;
|
||||
return Background?.BlurTo(BlurTarget, duration, easing);
|
||||
}
|
||||
}
|
||||
}
|
@ -73,6 +73,8 @@ namespace osu.Game.Screens.Play
|
||||
private DrawableStoryboard storyboard;
|
||||
protected UserDimContainer StoryboardContainer { get; private set; }
|
||||
|
||||
private Bindable<bool> showStoryboard;
|
||||
|
||||
protected virtual UserDimContainer CreateStoryboardContainer() => new UserDimContainer(true)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
@ -97,6 +99,7 @@ namespace osu.Game.Screens.Play
|
||||
sampleRestart = audio.Sample.Get(@"Gameplay/restart");
|
||||
|
||||
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
|
||||
showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
|
||||
|
||||
ScoreProcessor = DrawableRuleset.CreateScoreProcessor();
|
||||
if (!ScoreProcessor.Mode.Disabled)
|
||||
@ -109,7 +112,7 @@ namespace osu.Game.Screens.Play
|
||||
PausableGameplayContainer = new PausableGameplayContainer
|
||||
{
|
||||
Retries = RestartCount,
|
||||
OnRetry = restart,
|
||||
OnRetry = Restart,
|
||||
OnQuit = performUserRequestedExit,
|
||||
Start = gameplayClockContainer.Start,
|
||||
Stop = gameplayClockContainer.Stop,
|
||||
@ -151,7 +154,7 @@ namespace osu.Game.Screens.Play
|
||||
},
|
||||
failOverlay = new FailOverlay
|
||||
{
|
||||
OnRetry = restart,
|
||||
OnRetry = Restart,
|
||||
OnQuit = performUserRequestedExit,
|
||||
},
|
||||
new HotkeyRetryOverlay
|
||||
@ -161,7 +164,7 @@ namespace osu.Game.Screens.Play
|
||||
if (!this.IsCurrentScreen()) return;
|
||||
|
||||
fadeOut(true);
|
||||
restart();
|
||||
Restart();
|
||||
},
|
||||
}
|
||||
};
|
||||
@ -169,7 +172,7 @@ namespace osu.Game.Screens.Play
|
||||
// bind clock into components that require it
|
||||
DrawableRuleset.IsPaused.BindTo(gameplayClockContainer.IsPaused);
|
||||
|
||||
if (ShowStoryboard.Value)
|
||||
if (showStoryboard.Value)
|
||||
initializeStoryboard(false);
|
||||
|
||||
// Bind ScoreProcessor to ourselves
|
||||
@ -232,7 +235,7 @@ namespace osu.Game.Screens.Play
|
||||
this.Exit();
|
||||
}
|
||||
|
||||
private void restart()
|
||||
public void Restart()
|
||||
{
|
||||
if (!this.IsCurrentScreen()) return;
|
||||
|
||||
@ -313,12 +316,13 @@ namespace osu.Game.Screens.Play
|
||||
.Delay(250)
|
||||
.FadeIn(250);
|
||||
|
||||
ShowStoryboard.ValueChanged += enabled =>
|
||||
showStoryboard.ValueChanged += enabled =>
|
||||
{
|
||||
if (enabled.NewValue) initializeStoryboard(true);
|
||||
};
|
||||
|
||||
Background.EnableUserDim.Value = true;
|
||||
Background.BlurAmount.Value = 0;
|
||||
|
||||
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
||||
StoryboardContainer.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
||||
|
@ -8,7 +8,7 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Framework.Threading;
|
||||
@ -26,8 +26,9 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
public class PlayerLoader : ScreenWithBeatmapBackground
|
||||
{
|
||||
protected const float BACKGROUND_BLUR = 15;
|
||||
|
||||
private readonly Func<Player> createPlayer;
|
||||
private static readonly Vector2 background_blur = new Vector2(15);
|
||||
|
||||
private Player player;
|
||||
|
||||
@ -42,6 +43,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private Task loadTask;
|
||||
|
||||
private InputManager inputManager;
|
||||
|
||||
public PlayerLoader(Func<Player> createPlayer)
|
||||
{
|
||||
this.createPlayer = createPlayer;
|
||||
@ -133,6 +136,7 @@ namespace osu.Game.Screens.Play
|
||||
base.OnEntering(last);
|
||||
|
||||
content.ScaleTo(0.7f);
|
||||
Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
|
||||
|
||||
contentIn();
|
||||
|
||||
@ -151,43 +155,20 @@ namespace osu.Game.Screens.Play
|
||||
logo.Delay(resuming ? 0 : 500).MoveToOffset(new Vector2(0, -0.24f), 500, Easing.InOutExpo);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
inputManager = GetContainingInputManager();
|
||||
base.LoadComplete();
|
||||
}
|
||||
|
||||
private ScheduledDelegate pushDebounce;
|
||||
protected VisualSettings VisualSettings;
|
||||
|
||||
// Hhere because IsHovered will not update unless we do so.
|
||||
public override bool HandlePositionalInput => true;
|
||||
|
||||
private bool readyForPush => player.LoadState == LoadState.Ready && IsHovered && GetContainingInputManager()?.DraggedDrawable == null;
|
||||
|
||||
protected override bool OnHover(HoverEvent e)
|
||||
{
|
||||
// restore our screen defaults
|
||||
if (this.IsCurrentScreen())
|
||||
{
|
||||
InitializeBackgroundElements();
|
||||
Background.EnableUserDim.Value = false;
|
||||
}
|
||||
|
||||
return base.OnHover(e);
|
||||
}
|
||||
|
||||
protected override void OnHoverLost(HoverLostEvent e)
|
||||
{
|
||||
if (GetContainingInputManager()?.HoveredDrawables.Contains(VisualSettings) == true)
|
||||
{
|
||||
// Update background elements is only being called here because blur logic still exists in Player.
|
||||
// Will need to be removed when resolving https://github.com/ppy/osu/issues/4322
|
||||
UpdateBackgroundElements();
|
||||
if (this.IsCurrentScreen())
|
||||
Background.EnableUserDim.Value = true;
|
||||
}
|
||||
|
||||
base.OnHoverLost(e);
|
||||
}
|
||||
|
||||
protected override void InitializeBackgroundElements()
|
||||
{
|
||||
Background?.FadeColour(Color4.White, BACKGROUND_FADE_DURATION, Easing.OutQuint);
|
||||
Background?.BlurTo(background_blur, BACKGROUND_FADE_DURATION, Easing.OutQuint);
|
||||
}
|
||||
|
||||
private void pushWhenLoaded()
|
||||
{
|
||||
if (!this.IsCurrentScreen()) return;
|
||||
@ -266,6 +247,29 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (!this.IsCurrentScreen())
|
||||
return;
|
||||
|
||||
// We need to perform this check here rather than in OnHover as any number of children of VisualSettings
|
||||
// may also be handling the hover events.
|
||||
if (inputManager.HoveredDrawables.Contains(VisualSettings))
|
||||
{
|
||||
// Preview user-defined background dim and blur when hovered on the visual settings panel.
|
||||
Background.EnableUserDim.Value = true;
|
||||
Background.BlurAmount.Value = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Returns background dim and blur to the values specified by PlayerLoader.
|
||||
Background.EnableUserDim.Value = false;
|
||||
Background.BlurAmount.Value = BACKGROUND_BLUR;
|
||||
}
|
||||
}
|
||||
|
||||
private class BeatmapMetadataDisplay : Container
|
||||
{
|
||||
private class MetadataLine : Container
|
||||
|
@ -1,13 +1,7 @@
|
||||
// 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 osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Screens.Backgrounds;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
@ -16,50 +10,5 @@ namespace osu.Game.Screens.Play
|
||||
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
|
||||
|
||||
protected new BackgroundScreenBeatmap Background => (BackgroundScreenBeatmap)base.Background;
|
||||
|
||||
protected const float BACKGROUND_FADE_DURATION = 800;
|
||||
|
||||
#region User Settings
|
||||
|
||||
protected Bindable<double> BlurLevel;
|
||||
protected Bindable<bool> ShowStoryboard;
|
||||
|
||||
#endregion
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
BlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
|
||||
ShowStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
|
||||
}
|
||||
|
||||
public override void OnEntering(IScreen last)
|
||||
{
|
||||
base.OnEntering(last);
|
||||
BlurLevel.ValueChanged += _ => UpdateBackgroundElements();
|
||||
InitializeBackgroundElements();
|
||||
}
|
||||
|
||||
public override void OnResuming(IScreen last)
|
||||
{
|
||||
base.OnResuming(last);
|
||||
InitializeBackgroundElements();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called once on entering screen. By Default, performs a full <see cref="UpdateBackgroundElements"/> call.
|
||||
/// </summary>
|
||||
protected virtual void InitializeBackgroundElements() => UpdateBackgroundElements();
|
||||
|
||||
/// <summary>
|
||||
/// Called when background elements require updates, usually due to a user changing a setting.
|
||||
/// </summary>
|
||||
/// <param name="userChange"></param>
|
||||
protected void UpdateBackgroundElements()
|
||||
{
|
||||
if (!this.IsCurrentScreen()) return;
|
||||
|
||||
Background?.BlurTo(new Vector2((float)BlurLevel.Value * 25), BACKGROUND_FADE_DURATION, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -24,6 +24,8 @@ namespace osu.Game.Screens.Ranking
|
||||
{
|
||||
public abstract class Results : OsuScreen
|
||||
{
|
||||
protected const float BACKGROUND_BLUR = 20;
|
||||
|
||||
private Container circleOuterBackground;
|
||||
private Container circleOuter;
|
||||
private Container circleInner;
|
||||
@ -38,8 +40,6 @@ namespace osu.Game.Screens.Ranking
|
||||
|
||||
private Container currentPage;
|
||||
|
||||
private static readonly Vector2 background_blur = new Vector2(20);
|
||||
|
||||
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
|
||||
|
||||
private const float overscan = 1.3f;
|
||||
@ -58,7 +58,7 @@ namespace osu.Game.Screens.Ranking
|
||||
public override void OnEntering(IScreen last)
|
||||
{
|
||||
base.OnEntering(last);
|
||||
(Background as BackgroundScreenBeatmap)?.BlurTo(background_blur, 2500, Easing.OutQuint);
|
||||
((BackgroundScreenBeatmap)Background).BlurAmount.Value = BACKGROUND_BLUR;
|
||||
Background.ScaleTo(1.1f, transition_time, Easing.OutQuint);
|
||||
|
||||
allCircles.ForEach(c =>
|
||||
|
@ -38,7 +38,7 @@ namespace osu.Game.Screens.Select
|
||||
public abstract class SongSelect : OsuScreen
|
||||
{
|
||||
private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 245);
|
||||
private static readonly Vector2 background_blur = new Vector2(20);
|
||||
protected const float BACKGROUND_BLUR = 20;
|
||||
private const float left_area_padding = 20;
|
||||
|
||||
public readonly FilterControl FilterControl;
|
||||
@ -64,7 +64,6 @@ namespace osu.Game.Screens.Select
|
||||
protected override BackgroundScreen CreateBackground()
|
||||
{
|
||||
var background = new BackgroundScreenBeatmap();
|
||||
background.BlurTo(background_blur);
|
||||
return background;
|
||||
}
|
||||
|
||||
@ -561,7 +560,7 @@ namespace osu.Game.Screens.Select
|
||||
if (Background is BackgroundScreenBeatmap backgroundModeBeatmap)
|
||||
{
|
||||
backgroundModeBeatmap.Beatmap = beatmap;
|
||||
backgroundModeBeatmap.BlurTo(background_blur, 750, Easing.OutQuint);
|
||||
backgroundModeBeatmap.BlurAmount.Value = BACKGROUND_BLUR;
|
||||
backgroundModeBeatmap.FadeColour(Color4.White, 250);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user