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Revert "Inverse ignore user settings bindable to "apply user settings" instead"
This reverts commit 175b8da2b2
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175b8da2b2
commit
92fd34cea9
@ -157,9 +157,9 @@ namespace osu.Game.Tests.Visual.Background
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{
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performFullSetup();
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Disable user dim", () => songSelect.ApplyUserSettings.Value = false);
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AddStep("Disable user dim", () => songSelect.IgnoreUserSettings.Value = true);
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
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AddStep("Enable user dim", () => songSelect.ApplyUserSettings.Value = true);
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AddStep("Enable user dim", () => songSelect.IgnoreUserSettings.Value = false);
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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}
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@ -176,10 +176,10 @@ namespace osu.Game.Tests.Visual.Background
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player.ReplacesBackground.Value = true;
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player.StoryboardEnabled.Value = true;
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});
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AddStep("Enable user dim", () => player.DimmableStoryboard.ApplyUserSettings.Value = true);
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AddStep("Enable user dim", () => player.DimmableStoryboard.IgnoreUserSettings.Value = false);
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AddStep("Set dim level to 1", () => songSelect.DimLevel.Value = 1f);
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AddUntilStep("Storyboard is invisible", () => !player.IsStoryboardVisible);
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AddStep("Disable user dim", () => player.DimmableStoryboard.ApplyUserSettings.Value = false);
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AddStep("Disable user dim", () => player.DimmableStoryboard.IgnoreUserSettings.Value = true);
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AddUntilStep("Storyboard is visible", () => player.IsStoryboardVisible);
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}
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@ -195,8 +195,8 @@ namespace osu.Game.Tests.Visual.Background
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AddStep("Ignore user settings", () =>
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{
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player.ApplyToBackground(b => b.ApplyUserSettings.Value = false);
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player.DimmableStoryboard.ApplyUserSettings.Value = false;
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player.ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
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player.DimmableStoryboard.IgnoreUserSettings.Value = true;
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});
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AddUntilStep("Storyboard is visible", () => player.IsStoryboardVisible);
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AddUntilStep("Background is invisible", () => songSelect.IsBackgroundInvisible());
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@ -308,11 +308,11 @@ namespace osu.Game.Tests.Visual.Background
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protected override BackgroundScreen CreateBackground()
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{
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background = new FadeAccessibleBackground(Beatmap.Value);
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ApplyUserSettings.BindTo(background.ApplyUserSettings);
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IgnoreUserSettings.BindTo(background.IgnoreUserSettings);
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return background;
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}
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public readonly Bindable<bool> ApplyUserSettings = new Bindable<bool>();
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public readonly Bindable<bool> IgnoreUserSettings = new Bindable<bool>();
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public readonly Bindable<double> DimLevel = new BindableDouble();
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public readonly Bindable<double> BlurLevel = new BindableDouble();
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@ -94,7 +94,7 @@ namespace osu.Game.Tests.Visual.Background
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AddStep("set dim level 0.6", () => userDimContainer.UserDimLevel.Value = test_user_dim);
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AddUntilStep("dim reached", () => userDimContainer.DimEqual(test_user_dim));
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AddStep("ignore settings", () => userDimContainer.ApplyUserSettings.Value = false);
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AddStep("ignore settings", () => userDimContainer.IgnoreUserSettings.Value = true);
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AddUntilStep("no dim", () => userDimContainer.DimEqual(0));
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AddStep("set break", () => isBreakTime.Value = true);
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AddAssert("no dim", () => userDimContainer.DimEqual(0));
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@ -24,9 +24,9 @@ namespace osu.Game.Graphics.Containers
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protected const double BACKGROUND_FADE_DURATION = 800;
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/// <summary>
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/// Whether or not user-configured effect settings should be applied to this container.
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/// Whether or not user-configured settings relating to brightness of elements should be ignored
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/// </summary>
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public readonly Bindable<bool> ApplyUserSettings = new Bindable<bool>(true);
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public readonly Bindable<bool> IgnoreUserSettings = new Bindable<bool>();
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/// <summary>
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/// Whether or not the storyboard loaded should completely hide the background behind it.
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@ -52,7 +52,7 @@ namespace osu.Game.Graphics.Containers
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private float breakLightening => LightenDuringBreaks.Value && IsBreakTime.Value ? BREAK_LIGHTEN_AMOUNT : 0;
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protected float DimLevel => Math.Max(ApplyUserSettings.Value ? (float)UserDimLevel.Value - breakLightening : 0, 0);
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protected float DimLevel => Math.Max(!IgnoreUserSettings.Value ? (float)UserDimLevel.Value - breakLightening : 0, 0);
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protected override Container<Drawable> Content => dimContent;
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@ -78,7 +78,7 @@ namespace osu.Game.Graphics.Containers
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IsBreakTime.ValueChanged += _ => UpdateVisuals();
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ShowStoryboard.ValueChanged += _ => UpdateVisuals();
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StoryboardReplacesBackground.ValueChanged += _ => UpdateVisuals();
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ApplyUserSettings.ValueChanged += _ => UpdateVisuals();
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IgnoreUserSettings.ValueChanged += _ => UpdateVisuals();
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}
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protected override void LoadComplete()
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@ -37,8 +37,8 @@ namespace osu.Game.Rulesets.Mods
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public void ApplyToPlayer(Player player)
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{
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player.ApplyToBackground(b => b.ApplyUserSettings.Value = false);
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player.DimmableStoryboard.ApplyUserSettings.Value = false;
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player.ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
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player.DimmableStoryboard.IgnoreUserSettings.Value = true;
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player.BreakOverlay.Hide();
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}
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@ -27,9 +27,9 @@ namespace osu.Game.Screens.Backgrounds
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private WorkingBeatmap beatmap;
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/// <summary>
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/// Whether or not user-configured effect settings should be applied to this background screen.
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/// Whether or not user-configured settings relating to brightness of elements should be ignored
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/// </summary>
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public readonly Bindable<bool> ApplyUserSettings = new Bindable<bool>();
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public readonly Bindable<bool> IgnoreUserSettings = new Bindable<bool>();
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public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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@ -50,7 +50,10 @@ namespace osu.Game.Screens.Backgrounds
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InternalChild = dimmable = CreateFadeContainer();
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dimmable.ApplyUserSettings.BindTo(ApplyUserSettings);
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// Beatmap background screens should not apply user settings by default.
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IgnoreUserSettings.Value = true;
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dimmable.IgnoreUserSettings.BindTo(IgnoreUserSettings);
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dimmable.IsBreakTime.BindTo(IsBreakTime);
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dimmable.BlurAmount.BindTo(BlurAmount);
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@ -148,7 +151,7 @@ namespace osu.Game.Screens.Backgrounds
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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 => ApplyUserSettings.Value
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private Vector2 blurTarget => !IgnoreUserSettings.Value
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? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * USER_BLUR_FACTOR)
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: new Vector2(BlurAmount.Value);
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@ -167,8 +170,8 @@ namespace osu.Game.Screens.Backgrounds
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}
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protected override bool ShowDimContent
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// The background needs to be hidden in the case of it being replaced by the storyboard.
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=> (ApplyUserSettings.Value && !ShowStoryboard.Value) || !StoryboardReplacesBackground.Value;
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// The background needs to be hidden in the case of it being replaced by the storyboard
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=> (!ShowStoryboard.Value && !IgnoreUserSettings.Value) || !StoryboardReplacesBackground.Value;
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protected override void UpdateVisuals()
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{
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@ -467,7 +467,7 @@ namespace osu.Game.Screens.Edit
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// todo: temporary. we want to be applying dim using the UserDimContainer eventually.
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b.FadeColour(Color4.DarkGray, 500);
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b.ApplyUserSettings.Value = false;
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b.IgnoreUserSettings.Value = true;
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b.BlurAmount.Value = 0;
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});
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@ -38,14 +38,14 @@ namespace osu.Game.Screens.Play
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base.LoadComplete();
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}
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protected override bool ShowDimContent => !ApplyUserSettings.Value || (ShowStoryboard.Value && DimLevel < 1);
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protected override bool ShowDimContent => IgnoreUserSettings.Value || (ShowStoryboard.Value && DimLevel < 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 (ApplyUserSettings.Value && !ShowStoryboard.Value)
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if (!ShowStoryboard.Value && !IgnoreUserSettings.Value)
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return;
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drawableStoryboard = storyboard.CreateDrawable();
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@ -764,7 +764,7 @@ namespace osu.Game.Screens.Play
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ApplyToBackground(b =>
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{
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b.ApplyUserSettings.Value = true;
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b.IgnoreUserSettings.Value = false;
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b.BlurAmount.Value = 0;
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// bind component bindables.
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@ -913,7 +913,7 @@ namespace osu.Game.Screens.Play
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float fadeOutDuration = instant ? 0 : 250;
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this.FadeOut(fadeOutDuration);
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ApplyToBackground(b => b.ApplyUserSettings.Value = false);
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ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
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storyboardReplacesBackground.Value = false;
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}
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@ -229,7 +229,7 @@ namespace osu.Game.Screens.Play
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content.ScaleTo(0.7f, 150, Easing.InQuint);
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this.FadeOut(150);
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ApplyToBackground(b => b.ApplyUserSettings.Value = false);
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ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
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BackgroundBrightnessReduction = false;
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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@ -277,7 +277,7 @@ namespace osu.Game.Screens.Play
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// Preview user-defined background dim and blur when hovered on the visual settings panel.
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ApplyToBackground(b =>
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{
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b.ApplyUserSettings.Value = true;
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b.IgnoreUserSettings.Value = false;
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b.BlurAmount.Value = 0;
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});
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@ -288,7 +288,7 @@ namespace osu.Game.Screens.Play
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ApplyToBackground(b =>
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{
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// Returns background dim and blur to the values specified by PlayerLoader.
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b.ApplyUserSettings.Value = false;
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b.IgnoreUserSettings.Value = true;
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b.BlurAmount.Value = BACKGROUND_BLUR;
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});
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