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Merge pull request #11425 from peppy/fix-transform-mutation-from-background
Fix transform mutation on background screens
This commit is contained in:
commit
ddfa3254b3
@ -82,7 +82,7 @@ namespace osu.Game.Tests.Visual.Background
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});
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.CheckBackgroundBlur(playerLoader.ExpectedBackgroundBlur));
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}
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/// <summary>
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@ -106,6 +106,7 @@ namespace osu.Game.Tests.Visual.Background
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public void TestStoryboardBackgroundVisibility()
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{
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performFullSetup();
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AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
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createFakeStoryboard();
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AddStep("Enable Storyboard", () =>
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{
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@ -198,8 +199,9 @@ namespace osu.Game.Tests.Visual.Background
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})));
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AddUntilStep("Wait for results is current", () => results.IsCurrentScreen());
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AddUntilStep("Screen is undimmed, original background retained", () =>
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songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && results.IsBlurCorrect());
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songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && songSelect.CheckBackgroundBlur(results.ExpectedBackgroundBlur));
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}
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/// <summary>
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@ -224,7 +226,7 @@ namespace osu.Game.Tests.Visual.Background
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AddStep("Resume PlayerLoader", () => player.Restart());
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AddUntilStep("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
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AddStep("Move mouse to center of screen", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && playerLoader.IsBlurCorrect());
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AddUntilStep("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.CheckBackgroundBlur(playerLoader.ExpectedBackgroundBlur));
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}
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private void createFakeStoryboard() => AddStep("Create storyboard", () =>
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@ -274,9 +276,11 @@ namespace osu.Game.Tests.Visual.Background
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private class DummySongSelect : PlaySongSelect
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{
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private FadeAccessibleBackground background;
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protected override BackgroundScreen CreateBackground()
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{
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FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value);
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background = new FadeAccessibleBackground(Beatmap.Value);
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DimEnabled.BindTo(background.EnableUserDim);
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return background;
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}
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@ -294,25 +298,27 @@ namespace osu.Game.Tests.Visual.Background
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config.BindWith(OsuSetting.BlurLevel, BlurLevel);
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}
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public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1f - ((FadeAccessibleBackground)Background).CurrentDim);
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public bool IsBackgroundDimmed() => background.CurrentColour == OsuColour.Gray(1f - background.CurrentDim);
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public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
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public bool IsBackgroundUndimmed() => background.CurrentColour == Color4.White;
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public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * BackgroundScreenBeatmap.USER_BLUR_FACTOR);
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public bool IsUserBlurApplied() => background.CurrentBlur == new Vector2((float)BlurLevel.Value * BackgroundScreenBeatmap.USER_BLUR_FACTOR);
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public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
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public bool IsUserBlurDisabled() => background.CurrentBlur == new Vector2(0);
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public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
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public bool IsBackgroundInvisible() => background.CurrentAlpha == 0;
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public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
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public bool IsBackgroundVisible() => background.CurrentAlpha == 1;
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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public bool IsBlurCorrect() => background.CurrentBlur == new Vector2(BACKGROUND_BLUR);
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public bool CheckBackgroundBlur(Vector2 expected) => background.CurrentBlur == expected;
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/// <summary>
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/// Make sure every time a screen gets pushed, the background doesn't get replaced
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/// </summary>
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/// <returns>Whether or not the original background (The one created in DummySongSelect) is still the current background</returns>
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public bool IsBackgroundCurrent() => ((FadeAccessibleBackground)Background).IsCurrentScreen();
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public bool IsBackgroundCurrent() => background?.IsCurrentScreen() == true;
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}
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private class FadeAccessibleResults : ResultsScreen
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@ -324,12 +330,20 @@ namespace osu.Game.Tests.Visual.Background
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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public Vector2 ExpectedBackgroundBlur => new Vector2(BACKGROUND_BLUR);
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}
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private class LoadBlockingTestPlayer : TestPlayer
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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protected override BackgroundScreen CreateBackground() =>
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new FadeAccessibleBackground(Beatmap.Value);
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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ApplyToBackground(b => ReplacesBackground.BindTo(b.StoryboardReplacesBackground));
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}
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public new DimmableStoryboard DimmableStoryboard => base.DimmableStoryboard;
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@ -354,15 +368,16 @@ namespace osu.Game.Tests.Visual.Background
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Thread.Sleep(1);
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StoryboardEnabled = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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ReplacesBackground.BindTo(Background.StoryboardReplacesBackground);
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DrawableRuleset.IsPaused.BindTo(IsPaused);
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}
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}
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private class TestPlayerLoader : PlayerLoader
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{
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private FadeAccessibleBackground background;
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public VisualSettings VisualSettingsPos => VisualSettings;
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public BackgroundScreen ScreenPos => Background;
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public BackgroundScreen ScreenPos => background;
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public TestPlayerLoader(Player player)
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: base(() => player)
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@ -371,9 +386,9 @@ namespace osu.Game.Tests.Visual.Background
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public void TriggerOnHover() => OnHover(new HoverEvent(new InputState()));
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public bool IsBlurCorrect() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(BACKGROUND_BLUR);
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public Vector2 ExpectedBackgroundBlur => new Vector2(BACKGROUND_BLUR);
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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protected override BackgroundScreen CreateBackground() => background = new FadeAccessibleBackground(Beatmap.Value);
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}
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private class FadeAccessibleBackground : BackgroundScreenBeatmap
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Mods
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public void ApplyToPlayer(Player player)
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{
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player.Background.EnableUserDim.Value = false;
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player.ApplyToBackground(b => b.EnableUserDim.Value = false);
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player.DimmableStoryboard.IgnoreUserSettings.Value = true;
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@ -34,6 +34,12 @@ namespace osu.Game.Screens
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return false;
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}
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/// <summary>
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/// Apply arbitrary changes to this background in a thread safe manner.
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/// </summary>
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/// <param name="action">The operation to perform.</param>
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public void ApplyToBackground(Action<BackgroundScreen> action) => Schedule(() => action.Invoke(this));
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protected override void Update()
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{
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base.Update();
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@ -444,11 +444,14 @@ namespace osu.Game.Screens.Edit
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{
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base.OnEntering(last);
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// todo: temporary. we want to be applying dim using the UserDimContainer eventually.
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Background.FadeColour(Color4.DarkGray, 500);
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ApplyToBackground(b =>
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{
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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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Background.EnableUserDim.Value = false;
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Background.BlurAmount.Value = 0;
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b.EnableUserDim.Value = false;
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b.BlurAmount.Value = 0;
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});
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resetTrack(true);
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}
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@ -480,7 +483,7 @@ namespace osu.Game.Screens.Edit
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}
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}
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Background.FadeColour(Color4.White, 500);
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ApplyToBackground(b => b.FadeColour(Color4.White, 500));
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resetTrack();
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return base.OnExiting(next);
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@ -127,11 +127,11 @@ namespace osu.Game.Screens.Menu
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{
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case ButtonSystemState.Initial:
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case ButtonSystemState.Exit:
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Background.FadeColour(Color4.White, 500, Easing.OutSine);
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ApplyToBackground(b => b.FadeColour(Color4.White, 500, Easing.OutSine));
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break;
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default:
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Background.FadeColour(OsuColour.Gray(0.8f), 500, Easing.OutSine);
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ApplyToBackground(b => b.FadeColour(OsuColour.Gray(0.8f), 500, Easing.OutSine));
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break;
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}
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};
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@ -256,7 +256,7 @@ namespace osu.Game.Screens.Menu
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{
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base.OnResuming(last);
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(Background as BackgroundScreenDefault)?.Next();
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ApplyToBackground(b => (b as BackgroundScreenDefault)?.Next());
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// we may have consumed our preloaded instance, so let's make another.
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preloadSongSelect();
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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@ -114,11 +115,17 @@ namespace osu.Game.Screens
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Mods = screenDependencies.Mods;
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}
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protected BackgroundScreen Background => backgroundStack?.CurrentScreen as BackgroundScreen;
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/// <summary>
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/// The background created and owned by this screen. May be null if the background didn't change.
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/// </summary>
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[CanBeNull]
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private BackgroundScreen ownedBackground;
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private BackgroundScreen localBackground;
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[CanBeNull]
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private BackgroundScreen background;
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[Resolved(canBeNull: true)]
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[CanBeNull]
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private BackgroundScreenStack backgroundStack { get; set; }
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[Resolved(canBeNull: true)]
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@ -140,6 +147,21 @@ namespace osu.Game.Screens
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Activity.Value ??= InitialActivity;
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}
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/// <summary>
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/// Apply arbitrary changes to the current background screen in a thread safe manner.
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/// </summary>
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/// <param name="action">The operation to perform.</param>
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public void ApplyToBackground(Action<BackgroundScreen> action)
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{
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if (backgroundStack == null)
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throw new InvalidOperationException("Attempted to apply to background without a background stack being available.");
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if (background == null)
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throw new InvalidOperationException("Attempted to apply to background before screen is pushed.");
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background.ApplyToBackground(action);
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}
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public override void OnResuming(IScreen last)
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{
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if (PlayResumeSound)
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@ -160,7 +182,16 @@ namespace osu.Game.Screens
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{
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applyArrivingDefaults(false);
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backgroundStack?.Push(localBackground = CreateBackground());
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backgroundStack?.Push(ownedBackground = CreateBackground());
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background = backgroundStack?.CurrentScreen as BackgroundScreen;
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if (background != ownedBackground)
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{
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// background may have not been replaced, at which point we don't want to track the background lifetime.
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ownedBackground?.Dispose();
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ownedBackground = null;
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}
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base.OnEntering(last);
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}
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@ -173,7 +204,7 @@ namespace osu.Game.Screens
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if (base.OnExiting(next))
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return true;
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if (localBackground != null && backgroundStack?.CurrentScreen == localBackground)
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if (ownedBackground != null && backgroundStack?.CurrentScreen == ownedBackground)
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backgroundStack?.Exit();
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return false;
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@ -24,7 +24,19 @@ namespace osu.Game.Screens.Play
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Alpha = 0f;
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}
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public BackgroundScreenBeatmap DimmableBackground { get; set; }
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private BackgroundScreenBeatmap dimmableBackground;
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public BackgroundScreenBeatmap DimmableBackground
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{
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get => dimmableBackground;
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set
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{
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dimmableBackground = value;
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if (IsLoaded)
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updateBackgroundFade();
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}
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, IBindable<WorkingBeatmap> beatmap)
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@ -75,11 +87,16 @@ namespace osu.Game.Screens.Play
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protected override void PopIn()
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{
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DimmableBackground?.FadeColour(OsuColour.Gray(0.5f), FADE_DURATION, Easing.OutQuint);
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updateBackgroundFade();
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this.FadeIn(FADE_DURATION, Easing.OutQuint);
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}
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private void updateBackgroundFade()
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{
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DimmableBackground?.FadeColour(OsuColour.Gray(0.5f), FADE_DURATION, Easing.OutQuint);
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}
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protected override void PopOut() => this.FadeOut(FADE_DURATION);
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}
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}
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@ -721,15 +721,20 @@ namespace osu.Game.Screens.Play
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.Delay(250)
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.FadeIn(250);
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Background.EnableUserDim.Value = true;
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Background.BlurAmount.Value = 0;
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ApplyToBackground(b =>
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{
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b.EnableUserDim.Value = true;
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b.BlurAmount.Value = 0;
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// bind component bindables.
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b.IsBreakTime.BindTo(breakTracker.IsBreakTime);
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b.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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});
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// bind component bindables.
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Background.IsBreakTime.BindTo(breakTracker.IsBreakTime);
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HUDOverlay.IsBreakTime.BindTo(breakTracker.IsBreakTime);
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DimmableStoryboard.IsBreakTime.BindTo(breakTracker.IsBreakTime);
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Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
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@ -875,7 +880,7 @@ 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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Background.EnableUserDim.Value = false;
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ApplyToBackground(b => b.EnableUserDim.Value = false);
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storyboardReplacesBackground.Value = false;
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}
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@ -67,7 +67,7 @@ namespace osu.Game.Screens.Play
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backgroundBrightnessReduction = value;
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Background.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200);
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ApplyToBackground(b => b.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200));
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}
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}
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@ -176,12 +176,17 @@ namespace osu.Game.Screens.Play
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{
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base.OnEntering(last);
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if (epilepsyWarning != null)
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epilepsyWarning.DimmableBackground = Background;
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ApplyToBackground(b =>
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{
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if (epilepsyWarning != null)
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epilepsyWarning.DimmableBackground = b;
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b?.FadeColour(Color4.White, 800, Easing.OutQuint);
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});
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Beatmap.Value.Track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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content.ScaleTo(0.7f);
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Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
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contentIn();
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@ -225,7 +230,8 @@ 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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Background.EnableUserDim.Value = false;
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ApplyToBackground(b => b.EnableUserDim.Value = false);
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BackgroundBrightnessReduction = false;
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Beatmap.Value.Track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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@ -270,16 +276,22 @@ namespace osu.Game.Screens.Play
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if (inputManager.HoveredDrawables.Contains(VisualSettings))
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{
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// Preview user-defined background dim and blur when hovered on the visual settings panel.
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Background.EnableUserDim.Value = true;
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Background.BlurAmount.Value = 0;
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ApplyToBackground(b =>
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{
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b.EnableUserDim.Value = true;
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b.BlurAmount.Value = 0;
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});
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BackgroundBrightnessReduction = false;
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}
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else
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{
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// Returns background dim and blur to the values specified by PlayerLoader.
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Background.EnableUserDim.Value = false;
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Background.BlurAmount.Value = BACKGROUND_BLUR;
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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.EnableUserDim.Value = false;
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b.BlurAmount.Value = BACKGROUND_BLUR;
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});
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BackgroundBrightnessReduction = true;
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}
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|
@ -1,6 +1,7 @@
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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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using System;
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using osu.Game.Screens.Backgrounds;
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namespace osu.Game.Screens.Play
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@ -9,6 +10,6 @@ namespace osu.Game.Screens.Play
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{
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
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public new BackgroundScreenBeatmap Background => (BackgroundScreenBeatmap)base.Background;
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public void ApplyToBackground(Action<BackgroundScreenBeatmap> action) => base.ApplyToBackground(b => action.Invoke((BackgroundScreenBeatmap)b));
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}
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}
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|
@ -18,14 +18,13 @@ using osu.Game.Input.Bindings;
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using osu.Game.Online.API;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
|
||||
using osu.Game.Screens.Backgrounds;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Screens.Ranking.Statistics;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Screens.Ranking
|
||||
{
|
||||
public abstract class ResultsScreen : OsuScreen, IKeyBindingHandler<GlobalAction>
|
||||
public abstract class ResultsScreen : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
protected const float BACKGROUND_BLUR = 20;
|
||||
private static readonly float screen_height = 768 - TwoLayerButton.SIZE_EXTENDED.Y;
|
||||
@ -35,8 +34,6 @@ namespace osu.Game.Screens.Ranking
|
||||
// Temporary for now to stop dual transitions. Should respect the current toolbar mode, but there's no way to do so currently.
|
||||
public override bool HideOverlaysOnEnter => true;
|
||||
|
||||
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
|
||||
|
||||
public readonly Bindable<ScoreInfo> SelectedScore = new Bindable<ScoreInfo>();
|
||||
|
||||
public readonly ScoreInfo Score;
|
||||
@ -237,15 +234,18 @@ namespace osu.Game.Screens.Ranking
|
||||
{
|
||||
base.OnEntering(last);
|
||||
|
||||
((BackgroundScreenBeatmap)Background).BlurAmount.Value = BACKGROUND_BLUR;
|
||||
ApplyToBackground(b =>
|
||||
{
|
||||
b.BlurAmount.Value = BACKGROUND_BLUR;
|
||||
b.FadeTo(0.5f, 250);
|
||||
});
|
||||
|
||||
Background.FadeTo(0.5f, 250);
|
||||
bottomPanel.FadeTo(1, 250);
|
||||
}
|
||||
|
||||
public override bool OnExiting(IScreen next)
|
||||
{
|
||||
Background.FadeTo(1, 250);
|
||||
ApplyToBackground(b => b.FadeTo(1, 250));
|
||||
|
||||
return base.OnExiting(next);
|
||||
}
|
||||
@ -295,7 +295,7 @@ namespace osu.Game.Screens.Ranking
|
||||
ScorePanelList.HandleInput = false;
|
||||
|
||||
// Dim background.
|
||||
Background.FadeTo(0.1f, 150);
|
||||
ApplyToBackground(b => b.FadeTo(0.1f, 150));
|
||||
|
||||
detachedPanel = expandedPanel;
|
||||
}
|
||||
@ -319,7 +319,7 @@ namespace osu.Game.Screens.Ranking
|
||||
ScorePanelList.HandleInput = true;
|
||||
|
||||
// Un-dim background.
|
||||
Background.FadeTo(0.5f, 150);
|
||||
ApplyToBackground(b => b.FadeTo(0.5f, 150));
|
||||
|
||||
detachedPanel = null;
|
||||
}
|
||||
|
@ -19,7 +19,6 @@ using osu.Game.Overlays;
|
||||
using osu.Game.Overlays.Mods;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Screens.Backgrounds;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Screens.Menu;
|
||||
using osu.Game.Screens.Select.Options;
|
||||
@ -38,10 +37,11 @@ using osu.Game.Collections;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Scoring;
|
||||
using System.Diagnostics;
|
||||
using osu.Game.Screens.Play;
|
||||
|
||||
namespace osu.Game.Screens.Select
|
||||
{
|
||||
public abstract class SongSelect : OsuScreen, IKeyBindingHandler<GlobalAction>
|
||||
public abstract class SongSelect : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
public static readonly float WEDGE_HEIGHT = 245;
|
||||
|
||||
@ -76,8 +76,6 @@ namespace osu.Game.Screens.Select
|
||||
[Resolved]
|
||||
private Bindable<IReadOnlyList<Mod>> selectedMods { get; set; }
|
||||
|
||||
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
|
||||
|
||||
protected BeatmapCarousel Carousel { get; private set; }
|
||||
|
||||
private BeatmapInfoWedge beatmapInfoWedge;
|
||||
@ -689,12 +687,12 @@ namespace osu.Game.Screens.Select
|
||||
/// <param name="beatmap">The working beatmap.</param>
|
||||
private void updateComponentFromBeatmap(WorkingBeatmap beatmap)
|
||||
{
|
||||
if (Background is BackgroundScreenBeatmap backgroundModeBeatmap)
|
||||
ApplyToBackground(backgroundModeBeatmap =>
|
||||
{
|
||||
backgroundModeBeatmap.Beatmap = beatmap;
|
||||
backgroundModeBeatmap.BlurAmount.Value = BACKGROUND_BLUR;
|
||||
backgroundModeBeatmap.FadeColour(Color4.White, 250);
|
||||
}
|
||||
});
|
||||
|
||||
beatmapInfoWedge.Beatmap = beatmap;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user