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mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:57:39 +08:00

Move classes to local namespaces

Also renames test scene to more appropriate name.
This commit is contained in:
Dean Herbert 2019-07-12 11:50:06 +09:00
parent b5ca7faca4
commit 46f7bb885b
5 changed files with 90 additions and 98 deletions

View File

@ -38,7 +38,7 @@ using osuTK.Graphics;
namespace osu.Game.Tests.Visual.Background
{
[TestFixture]
public class TestSceneBackgroundScreenBeatmap : ManualInputManagerTestScene
public class TestSceneUserDimContainer : ManualInputManagerTestScene
{
public override IReadOnlyList<Type> RequiredTypes => new[]
{
@ -243,7 +243,7 @@ namespace osu.Game.Tests.Visual.Background
{
player.StoryboardEnabled.Value = false;
player.ReplacesBackground.Value = false;
player.CurrentDimmableStoryboardContainer.Add(new OsuSpriteText
player.DimmableStoryboard.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 DimmableStoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new TestDimmableStoryboardContainer { RelativeSizeAxes = Axes.Both };
protected override DimmableStoryboard CreateStoryboardContainer(Storyboard storyboard) => new TestDimmableStoryboard { RelativeSizeAxes = Axes.Both };
public TestDimmableStoryboardContainer CurrentDimmableStoryboardContainer => (TestDimmableStoryboardContainer)DimmableStoryboardContainer;
public new TestDimmableStoryboard DimmableStoryboard => (TestDimmableStoryboard)base.DimmableStoryboard;
// 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() => CurrentDimmableStoryboardContainer.CurrentAlpha == 1;
public bool IsStoryboardVisible() => DimmableStoryboard.CurrentAlpha == 1;
public bool IsStoryboardInvisible() => CurrentDimmableStoryboardContainer.CurrentAlpha <= 1;
public bool IsStoryboardInvisible() => DimmableStoryboard.CurrentAlpha <= 1;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, CancellationToken token)
@ -387,15 +387,15 @@ namespace osu.Game.Tests.Visual.Background
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
protected override DimmableBackgroundContainer CreateFadeContainer() => fadeContainer = new TestDimmableBackgroundContainer { RelativeSizeAxes = Axes.Both };
protected override DimmableBackground CreateFadeContainer() => dimmable = new TestDimmableBackground { RelativeSizeAxes = Axes.Both };
public Color4 CurrentColour => fadeContainer.CurrentColour;
public Color4 CurrentColour => dimmable.CurrentColour;
public float CurrentAlpha => fadeContainer.CurrentAlpha;
public float CurrentAlpha => dimmable.CurrentAlpha;
public Vector2 CurrentBlur => Background.BlurSigma;
private TestDimmableBackgroundContainer fadeContainer;
private TestDimmableBackground dimmable;
public FadeAccessibleBackground(WorkingBeatmap beatmap)
: base(beatmap)
@ -403,17 +403,17 @@ namespace osu.Game.Tests.Visual.Background
}
}
private class TestDimmableStoryboardContainer : DimmableStoryboardContainer
private class TestDimmableStoryboard : DimmableStoryboard
{
public float CurrentAlpha => Content.Alpha;
public TestDimmableStoryboardContainer()
public TestDimmableStoryboard()
: base(new Storyboard())
{
}
}
private class TestDimmableBackgroundContainer : DimmableBackgroundContainer
private class TestDimmableBackground : BackgroundScreenBeatmap.DimmableBackground
{
public Color4 CurrentColour => Content.Colour;
public float CurrentAlpha => Content.Alpha;

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@ -1,71 +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 System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Screens.Play;
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>();
public Background Background
{
get => background;
set
{
base.Add(background = value);
background.BlurTo(blurTarget, 0, Easing.OutQuint);
}
}
private Bindable<double> userBlurLevel { get; set; }
private Background background;
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);
userBlurLevel.ValueChanged += _ => UpdateVisuals();
BlurAmount.ValueChanged += _ => UpdateVisuals();
}
protected override bool ShowDimContent => !ShowStoryboard.Value || !StoryboardReplacesBackground.Value; // The background needs to be hidden in the case of it being replaced by the storyboard
protected override void UpdateVisuals()
{
base.UpdateVisuals();
Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
}
}

View File

@ -1,14 +1,18 @@
// 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 System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
using osu.Game.Screens.Play;
using osuTK;
namespace osu.Game.Screens.Backgrounds
{
@ -30,16 +34,17 @@ namespace osu.Game.Screens.Backgrounds
/// </summary>
public readonly Bindable<float> BlurAmount = new Bindable<float>();
private readonly DimmableBackgroundContainer fadeContainer;
private readonly DimmableBackground dimmable;
protected virtual DimmableBackgroundContainer CreateFadeContainer() => new DimmableBackgroundContainer { RelativeSizeAxes = Axes.Both };
protected virtual DimmableBackground CreateFadeContainer() => new DimmableBackground { RelativeSizeAxes = Axes.Both };
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{
Beatmap = beatmap;
InternalChild = fadeContainer = CreateFadeContainer();
fadeContainer.EnableUserDim.BindTo(EnableUserDim);
fadeContainer.BlurAmount.BindTo(BlurAmount);
InternalChild = dimmable = CreateFadeContainer();
dimmable.EnableUserDim.BindTo(EnableUserDim);
dimmable.BlurAmount.BindTo(BlurAmount);
}
[BackgroundDependencyLoader]
@ -86,8 +91,8 @@ namespace osu.Game.Screens.Backgrounds
}
b.Depth = newDepth;
fadeContainer.Background = Background = b;
StoryboardReplacesBackground.BindTo(fadeContainer.StoryboardReplacesBackground);
dimmable.Background = Background = b;
StoryboardReplacesBackground.BindTo(dimmable.StoryboardReplacesBackground);
}
public override bool Equals(BackgroundScreen other)
@ -112,5 +117,62 @@ namespace osu.Game.Screens.Backgrounds
Sprite.Texture = Beatmap?.Background ?? textures.Get(@"Backgrounds/bg1");
}
}
public class DimmableBackground : 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>();
public Background Background
{
get => background;
set
{
base.Add(background = value);
background.BlurTo(blurTarget, 0, Easing.OutQuint);
}
}
private Bindable<double> userBlurLevel { get; set; }
private Background background;
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);
userBlurLevel.ValueChanged += _ => UpdateVisuals();
BlurAmount.ValueChanged += _ => UpdateVisuals();
}
protected override bool ShowDimContent => !ShowStoryboard.Value || !StoryboardReplacesBackground.Value; // The background needs to be hidden in the case of it being replaced by the storyboard
protected override void UpdateVisuals()
{
base.UpdateVisuals();
Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
}
}
}

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@ -2,20 +2,21 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Game.Graphics.Containers;
using osu.Game.Storyboards;
using osu.Game.Storyboards.Drawables;
namespace osu.Game.Graphics.Containers
namespace osu.Game.Screens.Play
{
/// <summary>
/// A container that handles <see cref="Storyboard"/> loading, as well as applies user-specified visual settings to it.
/// </summary>
public class DimmableStoryboardContainer : UserDimContainer
public class DimmableStoryboard : UserDimContainer
{
private readonly Storyboard storyboard;
private DrawableStoryboard drawableStoryboard;
public DimmableStoryboardContainer(Storyboard storyboard)
public DimmableStoryboard(Storyboard storyboard)
{
this.storyboard = storyboard;
}

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