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Avoid using a BufferedContainer for backgrounds unless required
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@ -6,23 +6,28 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transforms;
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using osuTK;
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namespace osu.Game.Graphics.Backgrounds
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{
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public class Background : BufferedContainer
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/// <summary>
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/// A background which offer blurring on demand.
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/// </summary>
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public class Background : CompositeDrawable
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{
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public Sprite Sprite;
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private readonly string textureName;
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private BufferedContainer bufferedContainer;
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public Background(string textureName = @"")
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{
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CacheDrawnFrameBuffer = true;
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this.textureName = textureName;
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RelativeSizeAxes = Axes.Both;
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Add(Sprite = new Sprite
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AddInternal(Sprite = new Sprite
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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@ -37,5 +42,28 @@ namespace osu.Game.Graphics.Backgrounds
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if (!string.IsNullOrEmpty(textureName))
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Sprite.Texture = textures.Get(textureName);
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}
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public Vector2 BlurSigma => bufferedContainer?.BlurSigma ?? Vector2.Zero;
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/// <summary>
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/// Smoothly adjusts <see cref="IBufferedContainer.BlurSigma"/> over time.
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public void BlurTo(Vector2 newBlurSigma, double duration = 0, Easing easing = Easing.None)
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{
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if (bufferedContainer == null)
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{
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RemoveInternal(Sprite);
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AddInternal(bufferedContainer = new BufferedContainer
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{
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CacheDrawnFrameBuffer = true,
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RelativeSizeAxes = Axes.Both,
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Child = Sprite
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});
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}
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bufferedContainer.BlurTo(newBlurSigma, duration, easing);
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}
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}
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}
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