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synced 2026-06-08 10:03:43 +08:00
Move classes to local namespaces
Also renames test scene to more appropriate name.
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@@ -1,71 +0,0 @@
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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.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Graphics.Containers
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{
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public class DimmableBackgroundContainer : UserDimContainer
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{
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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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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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private Bindable<double> userBlurLevel { get; set; }
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private Background background;
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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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/// <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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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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userBlurLevel.ValueChanged += _ => UpdateVisuals();
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BlurAmount.ValueChanged += _ => UpdateVisuals();
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}
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protected override bool ShowDimContent => !ShowStoryboard.Value || !StoryboardReplacesBackground.Value; // The background needs to be hidden in the case of it being replaced by the storyboard
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protected override void UpdateVisuals()
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{
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base.UpdateVisuals();
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Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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}
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@@ -1,54 +0,0 @@
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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 osu.Framework.Allocation;
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using osu.Game.Storyboards;
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using osu.Game.Storyboards.Drawables;
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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 handles <see cref="Storyboard"/> loading, as well as applies user-specified visual settings to it.
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/// </summary>
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public class DimmableStoryboardContainer : UserDimContainer
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{
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private readonly Storyboard storyboard;
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private DrawableStoryboard drawableStoryboard;
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public DimmableStoryboardContainer(Storyboard storyboard)
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{
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this.storyboard = storyboard;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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initializeStoryboard(false);
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}
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protected override void LoadComplete()
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{
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ShowStoryboard.BindValueChanged(_ => initializeStoryboard(true), true);
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base.LoadComplete();
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}
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protected override bool ShowDimContent => ShowStoryboard.Value && UserDimLevel.Value < 1;
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private void initializeStoryboard(bool async)
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{
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if (drawableStoryboard != null)
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return;
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if (!ShowStoryboard.Value)
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return;
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drawableStoryboard = storyboard.CreateDrawable();
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drawableStoryboard.Masking = true;
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if (async)
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LoadComponentAsync(drawableStoryboard, Add);
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else
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Add(drawableStoryboard);
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}
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}
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}
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