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Dim screen when overlay has focus

This commit is contained in:
Dean Herbert 2017-12-30 20:41:36 +09:00
parent 442a649c63
commit 58b0c9d56c

View File

@ -27,6 +27,7 @@ using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Screens.Play;
using osu.Game.Input.Bindings;
using OpenTK.Graphics;
namespace osu.Game
{
@ -284,10 +285,10 @@ namespace osu.Game
notifications.Enabled.BindTo(ShowOverlays);
ShowOverlays.ValueChanged += visible =>
ShowOverlays.ValueChanged += show =>
{
//central game screen change logic.
if (!visible)
if (!show)
{
hideAllOverlays();
musicController.State = Visibility.Hidden;
@ -331,10 +332,21 @@ namespace osu.Game
}
private Task asyncLoadStream;
private int visibleOverlayCount;
private void loadComponentSingleFile<T>(T d, Action<T> add)
where T : Drawable
{
var focused = d as FocusedOverlayContainer;
if (focused != null)
{
focused.StateChanged += s =>
{
visibleOverlayCount += s == Visibility.Visible ? 1 : -1;
screenStack.FadeColour(visibleOverlayCount > 0 ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
};
}
// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
// we could avoid the need for scheduling altogether.