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Use alternative method of scheduling storyboard unload

This commit is contained in:
Bartłomiej Dach 2023-11-16 15:37:53 +09:00
parent 96da7a07bb
commit dbd4f26436
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2 changed files with 5 additions and 19 deletions

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@ -1,12 +1,9 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic; using System.Collections.Generic;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Screens; using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Screens.Backgrounds;
namespace osu.Game.Screens namespace osu.Game.Screens
{ {
@ -36,20 +33,5 @@ namespace osu.Game.Screens
base.Push(screen); base.Push(screen);
return true; return true;
} }
/// <summary>
/// Schedules a delegate to run after 500ms, the time length of a background screen transition.
/// This is used in <see cref="BackgroundScreenDefault"/> to dispose of the storyboard once the background screen is completely off-screen.
/// </summary>
/// <remarks>
/// Late storyboard disposals cannot be achieved with any local scheduler from <see cref="BackgroundScreenDefault"/> or any component inside it,
/// due to the screen becoming dead at the moment the transition finishes. And, on the frame that it is dead on, it will not receive an <see cref="Drawable.UpdateSubTree"/>,
/// therefore not guaranteeing to dispose the storyboard at any period of time close to the end of the transition.
/// This might require reconsideration framework-side, possibly exposing a "death" event in <see cref="Screen"/> or all <see cref="Drawable"/>s in general.
/// </remarks>
/// <param name="action">The delegate </param>
/// <returns></returns>
/// <seealso cref="BackgroundScreen.TRANSITION_LENGTH"/>
internal ScheduledDelegate ScheduleUntilTransitionEnd(Action action) => Scheduler.AddDelayed(action, BackgroundScreen.TRANSITION_LENGTH);
} }
} }

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@ -9,6 +9,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Logging; using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Screens; using osu.Framework.Screens;
using osu.Framework.Threading; using osu.Framework.Threading;
using osu.Framework.Utils; using osu.Framework.Utils;
@ -36,6 +37,9 @@ namespace osu.Game.Screens.Backgrounds
[Resolved] [Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; } private IBindable<WorkingBeatmap> beatmap { get; set; }
[Resolved]
private GameHost gameHost { get; set; }
protected virtual bool AllowStoryboardBackground => true; protected virtual bool AllowStoryboardBackground => true;
public BackgroundScreenDefault(bool animateOnEnter = true) public BackgroundScreenDefault(bool animateOnEnter = true)
@ -81,7 +85,7 @@ namespace osu.Game.Screens.Backgrounds
Debug.Assert(backgroundScreenStack != null); Debug.Assert(backgroundScreenStack != null);
if (background is BeatmapBackgroundWithStoryboard storyboardBackground) if (background is BeatmapBackgroundWithStoryboard storyboardBackground)
storyboardUnloadDelegate = backgroundScreenStack.ScheduleUntilTransitionEnd(storyboardBackground.UnloadStoryboard); storyboardUnloadDelegate = gameHost.UpdateThread.Scheduler.AddDelayed(storyboardBackground.UnloadStoryboard, TRANSITION_LENGTH);
base.OnSuspending(e); base.OnSuspending(e);
} }