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Use alternative method of scheduling storyboard unload
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commit
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@ -1,12 +1,9 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Screens.Backgrounds;
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namespace osu.Game.Screens
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namespace osu.Game.Screens
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{
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{
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@ -36,20 +33,5 @@ namespace osu.Game.Screens
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base.Push(screen);
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base.Push(screen);
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return true;
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return true;
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}
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}
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/// <summary>
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/// Schedules a delegate to run after 500ms, the time length of a background screen transition.
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/// This is used in <see cref="BackgroundScreenDefault"/> to dispose of the storyboard once the background screen is completely off-screen.
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/// </summary>
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/// <remarks>
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/// Late storyboard disposals cannot be achieved with any local scheduler from <see cref="BackgroundScreenDefault"/> or any component inside it,
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/// 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"/>,
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/// therefore not guaranteeing to dispose the storyboard at any period of time close to the end of the transition.
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/// This might require reconsideration framework-side, possibly exposing a "death" event in <see cref="Screen"/> or all <see cref="Drawable"/>s in general.
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/// </remarks>
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/// <param name="action">The delegate </param>
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/// <returns></returns>
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/// <seealso cref="BackgroundScreen.TRANSITION_LENGTH"/>
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internal ScheduledDelegate ScheduleUntilTransitionEnd(Action action) => Scheduler.AddDelayed(action, BackgroundScreen.TRANSITION_LENGTH);
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}
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}
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}
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}
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@ -9,6 +9,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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@ -36,6 +37,9 @@ namespace osu.Game.Screens.Backgrounds
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[Resolved]
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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[Resolved]
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private GameHost gameHost { get; set; }
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protected virtual bool AllowStoryboardBackground => true;
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protected virtual bool AllowStoryboardBackground => true;
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public BackgroundScreenDefault(bool animateOnEnter = true)
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public BackgroundScreenDefault(bool animateOnEnter = true)
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@ -81,7 +85,7 @@ namespace osu.Game.Screens.Backgrounds
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Debug.Assert(backgroundScreenStack != null);
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Debug.Assert(backgroundScreenStack != null);
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if (background is BeatmapBackgroundWithStoryboard storyboardBackground)
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if (background is BeatmapBackgroundWithStoryboard storyboardBackground)
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storyboardUnloadDelegate = backgroundScreenStack.ScheduleUntilTransitionEnd(storyboardBackground.UnloadStoryboard);
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storyboardUnloadDelegate = gameHost.UpdateThread.Scheduler.AddDelayed(storyboardBackground.UnloadStoryboard, TRANSITION_LENGTH);
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base.OnSuspending(e);
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base.OnSuspending(e);
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}
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}
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