diff --git a/osu.Game/Screens/SelectV2/PanelSetBackground.cs b/osu.Game/Screens/SelectV2/PanelSetBackground.cs index dd07be0410..d81a6007d8 100644 --- a/osu.Game/Screens/SelectV2/PanelSetBackground.cs +++ b/osu.Game/Screens/SelectV2/PanelSetBackground.cs @@ -1,101 +1,170 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System; +using System.Threading; using osu.Framework.Allocation; using osu.Framework.Extensions.Color4Extensions; +using osu.Framework.Extensions.PolygonExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; +using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Game.Beatmaps; -using osu.Game.Overlays; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.SelectV2 { - public partial class PanelSetBackground : ModelBackedDrawable + public partial class PanelSetBackground : BufferedContainer { - protected override double TransformDuration => 400; + [Resolved] + private BeatmapCarousel? beatmapCarousel { get; set; } + + private Sprite? sprite; + + private WorkingBeatmap? working; + + private CancellationTokenSource? loadCancellation; + + private double timeSinceUnpool; public WorkingBeatmap? Beatmap { - get => Model; - set => Model = value; + get => working; + set + { + if (value == working) + return; + + working = value; + + loadCancellation?.Cancel(); + loadCancellation = null; + + sprite?.Expire(); + sprite = null; + + timeSinceUnpool = 0; + } } - protected override Drawable CreateDrawable(WorkingBeatmap? model) => new BackgroundSprite(model); - - private partial class BackgroundSprite : CompositeDrawable + public PanelSetBackground() + // TODO: for performance reasons we may want this to be true. + // Setting to true will require that the buffered portion is moved to a child such that `FadeIn`/`FadeOut` transforms + // still work. + : base(cachedFrameBuffer: false) { - private readonly WorkingBeatmap? working; + RelativeSizeAxes = Axes.Both; + } - public BackgroundSprite(WorkingBeatmap? working) + protected override void Update() + { + base.Update(); + + loadContentIfRequired(); + } + + [BackgroundDependencyLoader] + private void load() + { + InternalChildren = new Drawable[] { - this.working = working; + new FillFlowContainer + { + Depth = -1, + RelativeSizeAxes = Axes.Both, + Direction = FillDirection.Horizontal, + // This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle + Shear = new Vector2(0.8f, 0), + Children = new[] + { + // The left half with no gradient applied + new Box + { + RelativeSizeAxes = Axes.Both, + Colour = Color4.Black.Opacity(0.5f), + Width = 0.4f, + }, + new Box + { + RelativeSizeAxes = Axes.Both, + Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.5f), Color4.Black.Opacity(0.3f)), + Width = 0.2f, + }, + new Box + { + RelativeSizeAxes = Axes.Both, + Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.3f), Color4.Black.Opacity(0.2f)), + // Slightly more than 1.0 in total to account for shear. + Width = 0.45f, + }, + } + }, + }; + } - RelativeSizeAxes = Axes.Both; + private void loadContentIfRequired() + { + // A load is already in progress if the cancellation token is non-null. + if (loadCancellation != null || working == null) + return; + + if (beatmapCarousel != null) + { + Quad containingSsdq = beatmapCarousel.ScreenSpaceDrawQuad; + + // One may ask why we are not using `DelayedLoadWrapper` for this delayed load logic. + // + // - Using `DelayedLoadWrapper` would only allow us to load content when on screen, but we want to preload while panels are off-screen. + // This allows a more seamless experience when a user is scrolling at a moderate speed, as we are loading in backgrounds before they + // enter the visible viewport. + // - By using a slightly customised formula to decide when to start the load, we can coerce the loading of backgrounds into an order that + // prioritises panels which are closest to the centre of the screen. Basically, we want to load backgrounds "outwards" from the visual + // centre to give the user the best experience possible. + float timeUpdatingBeforeLoad = 50 + Math.Abs(containingSsdq.Centre.Y - ScreenSpaceDrawQuad.Centre.Y) / containingSsdq.Height * 100; + + timeSinceUnpool += Time.Elapsed; + + // We only trigger a load after this set has been in an updating state for a set amount of time. + if (timeSinceUnpool <= timeUpdatingBeforeLoad) + return; + } + + loadCancellation = new CancellationTokenSource(); + + LoadComponentAsync(new PanelBeatmapBackground(working) + { + Depth = float.MaxValue, + RelativeSizeAxes = Axes.Both, + Anchor = Anchor.Centre, + Origin = Anchor.Centre, + FillMode = FillMode.Fill, + }, s => + { + AddInternal(sprite = s); + bool spriteOnScreen = beatmapCarousel?.ScreenSpaceDrawQuad.Intersects(sprite.ScreenSpaceDrawQuad) != false; + sprite.FadeInFromZero(spriteOnScreen ? 400 : 0, Easing.OutQuint); + }, loadCancellation.Token); + } + + public partial class PanelBeatmapBackground : Sprite + { + private readonly IWorkingBeatmap working; + + public PanelBeatmapBackground(IWorkingBeatmap working) + { + ArgumentNullException.ThrowIfNull(working); + + this.working = working; } [BackgroundDependencyLoader] - private void load(OverlayColourProvider colourProvider) + private void load() { - var texture = working?.GetPanelBackground(); - - if (texture != null) - { - InternalChildren = new Drawable[] - { - new Sprite - { - RelativeSizeAxes = Axes.Both, - Anchor = Anchor.Centre, - Origin = Anchor.Centre, - FillMode = FillMode.Fill, - Texture = texture, - }, - new FillFlowContainer - { - Depth = -1, - RelativeSizeAxes = Axes.Both, - Direction = FillDirection.Horizontal, - // This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle - Shear = new Vector2(0.8f, 0), - Children = new[] - { - // The left half with no gradient applied - new Box - { - RelativeSizeAxes = Axes.Both, - Colour = Color4.Black.Opacity(0.5f), - Width = 0.4f, - }, - new Box - { - RelativeSizeAxes = Axes.Both, - Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.5f), Color4.Black.Opacity(0.3f)), - Width = 0.2f, - }, - new Box - { - RelativeSizeAxes = Axes.Both, - Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.3f), Color4.Black.Opacity(0.2f)), - // Slightly more than 1.0 in total to account for shear. - Width = 0.45f, - }, - } - }, - }; - } - else - { - InternalChild = new Box - { - RelativeSizeAxes = Axes.Both, - Colour = colourProvider.Background6, - }; - } + Texture = working.GetPanelBackground(); } } }