1
0
mirror of https://github.com/ppy/osu.git synced 2026-06-08 10:03:43 +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
Unverified
parent b5ca7faca4
commit 46f7bb885b
5 changed files with 90 additions and 98 deletions
@@ -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);
}
}
}
@@ -1,54 +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.Allocation;
using osu.Game.Storyboards;
using osu.Game.Storyboards.Drawables;
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 DimmableStoryboardContainer : UserDimContainer
{
private readonly Storyboard storyboard;
private DrawableStoryboard drawableStoryboard;
public DimmableStoryboardContainer(Storyboard storyboard)
{
this.storyboard = storyboard;
}
[BackgroundDependencyLoader]
private void load()
{
initializeStoryboard(false);
}
protected override void LoadComplete()
{
ShowStoryboard.BindValueChanged(_ => initializeStoryboard(true), true);
base.LoadComplete();
}
protected override bool ShowDimContent => ShowStoryboard.Value && UserDimLevel.Value < 1;
private void initializeStoryboard(bool async)
{
if (drawableStoryboard != null)
return;
if (!ShowStoryboard.Value)
return;
drawableStoryboard = storyboard.CreateDrawable();
drawableStoryboard.Masking = true;
if (async)
LoadComponentAsync(drawableStoryboard, Add);
else
Add(drawableStoryboard);
}
}
}