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Fix toggling storyboard after first load not getting correct cl… (#5299)
Fix toggling storyboard after first load not getting correct clock Co-authored-by: Dean Herbert <pe@ppy.sh> Co-authored-by: Dan Balasescu <1329837+smoogipoo@users.noreply.github.com>
This commit is contained in:
commit
e973af9e52
@ -10,6 +10,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.States;
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using osu.Framework.Platform;
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@ -36,7 +37,7 @@ using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Background
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{
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[TestFixture]
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public class TestSceneBackgroundScreenBeatmap : ManualInputManagerTestScene
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public class TestSceneUserDimContainer : ManualInputManagerTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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@ -137,14 +138,14 @@ namespace osu.Game.Tests.Visual.Background
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player.StoryboardEnabled.Value = true;
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});
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waitForDim();
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AddAssert("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible());
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AddAssert("Background is invisible, storyboard is visible", () => songSelect.IsBackgroundInvisible() && player.IsStoryboardVisible);
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AddStep("Storyboard Disabled", () =>
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{
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player.ReplacesBackground.Value = false;
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player.StoryboardEnabled.Value = false;
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});
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waitForDim();
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AddAssert("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && player.IsStoryboardInvisible());
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AddAssert("Background is visible, storyboard is invisible", () => songSelect.IsBackgroundVisible() && !player.IsStoryboardVisible);
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}
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/// <summary>
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@ -241,14 +242,15 @@ namespace osu.Game.Tests.Visual.Background
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{
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player.StoryboardEnabled.Value = false;
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player.ReplacesBackground.Value = false;
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player.CurrentStoryboardContainer.Add(new OsuSpriteText
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player.DimmableStoryboard.Add(new OsuSpriteText
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{
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Size = new Vector2(250, 50),
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Size = new Vector2(500, 50),
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Alpha = 1,
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Colour = Color4.Tomato,
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Colour = Color4.White,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = "THIS IS A STORYBOARD",
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Font = new FontUsage(size: 50)
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});
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});
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@ -300,7 +302,7 @@ namespace osu.Game.Tests.Visual.Background
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public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
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public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * 25);
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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 IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
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@ -333,17 +335,7 @@ namespace osu.Game.Tests.Visual.Background
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{
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protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
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protected override UserDimContainer CreateStoryboardContainer()
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{
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return new TestUserDimContainer(true)
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 1,
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EnableUserDim = { Value = true }
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};
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}
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public UserDimContainer CurrentStoryboardContainer => StoryboardContainer;
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public new DimmableStoryboard DimmableStoryboard => base.DimmableStoryboard;
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// Whether or not the player should be allowed to load.
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public bool BlockLoad;
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@ -357,9 +349,7 @@ namespace osu.Game.Tests.Visual.Background
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{
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}
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public bool IsStoryboardVisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha == 1;
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public bool IsStoryboardInvisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha <= 1;
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public bool IsStoryboardVisible => DimmableStoryboard.ContentDisplayed;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, CancellationToken token)
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@ -392,15 +382,15 @@ namespace osu.Game.Tests.Visual.Background
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private class FadeAccessibleBackground : BackgroundScreenBeatmap
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{
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protected override UserDimContainer CreateFadeContainer() => fadeContainer = new TestUserDimContainer { RelativeSizeAxes = Axes.Both };
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protected override DimmableBackground CreateFadeContainer() => dimmable = new TestDimmableBackground { RelativeSizeAxes = Axes.Both };
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public Color4 CurrentColour => fadeContainer.CurrentColour;
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public Color4 CurrentColour => dimmable.CurrentColour;
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public float CurrentAlpha => fadeContainer.CurrentAlpha;
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public float CurrentAlpha => dimmable.CurrentAlpha;
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public Vector2 CurrentBlur => Background.BlurSigma;
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private TestUserDimContainer fadeContainer;
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private TestDimmableBackground dimmable;
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public FadeAccessibleBackground(WorkingBeatmap beatmap)
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: base(beatmap)
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@ -408,15 +398,10 @@ namespace osu.Game.Tests.Visual.Background
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}
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}
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private class TestUserDimContainer : UserDimContainer
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private class TestDimmableBackground : BackgroundScreenBeatmap.DimmableBackground
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{
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public Color4 CurrentColour => DimContainer.Colour;
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public float CurrentAlpha => DimContainer.Alpha;
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public TestUserDimContainer(bool isStoryboard = false)
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: base(isStoryboard)
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{
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}
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public Color4 CurrentColour => Content.Colour;
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public float CurrentAlpha => Content.Alpha;
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}
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}
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}
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@ -1,31 +1,26 @@
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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.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// A container that applies user-configured visual settings to its contents.
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/// This container specifies behavior that applies to both Storyboards and Backgrounds.
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/// </summary>
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public class UserDimContainer : Container
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public abstract class UserDimContainer : Container
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{
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private const float background_fade_duration = 800;
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protected const float BACKGROUND_FADE_DURATION = 800;
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/// <summary>
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/// Whether or not user-configured dim levels should be applied to the container.
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/// </summary>
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public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
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public readonly Bindable<bool> EnableUserDim = new Bindable<bool>(true);
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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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@ -33,103 +28,58 @@ namespace osu.Game.Graphics.Containers
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public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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/// <summary>
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/// The amount of blur to be applied to the background in addition to user-specified blur.
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/// Whether the content of this container is currently being displayed.
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/// </summary>
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/// <remarks>
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/// Used in contexts where there can potentially be both user and screen-specified blurring occuring at the same time, such as in <see cref="PlayerLoader"/>
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/// </remarks>
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public readonly Bindable<float> BlurAmount = new Bindable<float>();
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public bool ContentDisplayed { get; private set; }
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private Bindable<double> userDimLevel { get; set; }
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protected Bindable<double> UserDimLevel { get; private set; }
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private Bindable<double> userBlurLevel { get; set; }
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protected Bindable<bool> ShowStoryboard { get; private set; }
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private Bindable<bool> showStoryboard { get; set; }
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protected override Container<Drawable> Content => dimContent;
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protected Container DimContainer { get; }
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protected override Container<Drawable> Content => DimContainer;
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private readonly bool isStoryboard;
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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 => EnableUserDim.Value
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? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * 25)
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: new Vector2(BlurAmount.Value);
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private Container dimContent { get; }
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/// <summary>
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/// Creates a new <see cref="UserDimContainer"/>.
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/// </summary>
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/// <param name="isStoryboard"> Whether or not this instance contains a storyboard.
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/// <remarks>
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/// While both backgrounds and storyboards allow user dim levels to be applied, storyboards can be toggled via <see cref="showStoryboard"/>
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/// and can cause backgrounds to become hidden via <see cref="StoryboardReplacesBackground"/>. Storyboards are also currently unable to be blurred.
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/// </remarks>
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/// </param>
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public UserDimContainer(bool isStoryboard = false)
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protected UserDimContainer()
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{
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this.isStoryboard = isStoryboard;
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AddInternal(DimContainer = new Container { RelativeSizeAxes = Axes.Both });
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}
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private Background background;
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public Background Background
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{
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get => background;
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set
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{
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base.Add(background = value);
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background.BlurTo(blurTarget, 0, Easing.OutQuint);
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}
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}
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public override void Add(Drawable drawable)
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{
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if (drawable is Background)
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throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
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base.Add(drawable);
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AddInternal(dimContent = new Container { RelativeSizeAxes = Axes.Both });
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userDimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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UserDimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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ShowStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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EnableUserDim.ValueChanged += _ => updateVisuals();
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userDimLevel.ValueChanged += _ => updateVisuals();
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userBlurLevel.ValueChanged += _ => updateVisuals();
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showStoryboard.ValueChanged += _ => updateVisuals();
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StoryboardReplacesBackground.ValueChanged += _ => updateVisuals();
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BlurAmount.ValueChanged += _ => updateVisuals();
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EnableUserDim.ValueChanged += _ => UpdateVisuals();
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UserDimLevel.ValueChanged += _ => UpdateVisuals();
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ShowStoryboard.ValueChanged += _ => UpdateVisuals();
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StoryboardReplacesBackground.ValueChanged += _ => UpdateVisuals();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateVisuals();
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UpdateVisuals();
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}
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private void updateVisuals()
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{
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if (isStoryboard)
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{
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DimContainer.FadeTo(!showStoryboard.Value || userDimLevel.Value == 1 ? 0 : 1, background_fade_duration, Easing.OutQuint);
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}
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else
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{
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// The background needs to be hidden in the case of it being replaced by the storyboard
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DimContainer.FadeTo(showStoryboard.Value && StoryboardReplacesBackground.Value ? 0 : 1, background_fade_duration, Easing.OutQuint);
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/// <summary>
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/// Whether the content of this container should currently be visible.
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/// </summary>
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protected virtual bool ShowDimContent => true;
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Background?.BlurTo(blurTarget, background_fade_duration, Easing.OutQuint);
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}
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/// <summary>
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/// Should be invoked when any dependent dim level or user setting is changed and bring the visual state up-to-date.
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/// </summary>
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protected virtual void UpdateVisuals()
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{
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ContentDisplayed = ShowDimContent;
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DimContainer.FadeColour(EnableUserDim.Value ? OsuColour.Gray(1 - (float)userDimLevel.Value) : Color4.White, background_fade_duration, Easing.OutQuint);
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dimContent.FadeTo((ContentDisplayed) ? 1 : 0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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dimContent.FadeColour(EnableUserDim.Value ? OsuColour.Gray(1 - (float)UserDimLevel.Value) : Color4.White, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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}
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@ -1,19 +1,28 @@
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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 System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Screens.Backgrounds
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{
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public class BackgroundScreenBeatmap : BackgroundScreen
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{
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/// <summary>
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/// The amount of blur to apply when full user blur is requested.
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/// </summary>
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public const float USER_BLUR_FACTOR = 25;
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protected Background Background;
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private WorkingBeatmap beatmap;
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@ -30,16 +39,17 @@ namespace osu.Game.Screens.Backgrounds
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/// </summary>
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public readonly Bindable<float> BlurAmount = new Bindable<float>();
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private readonly UserDimContainer fadeContainer;
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private readonly DimmableBackground dimmable;
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protected virtual UserDimContainer CreateFadeContainer() => new UserDimContainer { RelativeSizeAxes = Axes.Both };
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protected virtual DimmableBackground CreateFadeContainer() => new DimmableBackground { RelativeSizeAxes = Axes.Both };
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public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
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{
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Beatmap = beatmap;
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InternalChild = fadeContainer = CreateFadeContainer();
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fadeContainer.EnableUserDim.BindTo(EnableUserDim);
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fadeContainer.BlurAmount.BindTo(BlurAmount);
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InternalChild = dimmable = CreateFadeContainer();
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dimmable.EnableUserDim.BindTo(EnableUserDim);
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dimmable.BlurAmount.BindTo(BlurAmount);
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}
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[BackgroundDependencyLoader]
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@ -86,8 +96,8 @@ namespace osu.Game.Screens.Backgrounds
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}
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b.Depth = newDepth;
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fadeContainer.Background = Background = b;
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StoryboardReplacesBackground.BindTo(fadeContainer.StoryboardReplacesBackground);
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dimmable.Background = Background = b;
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StoryboardReplacesBackground.BindTo(dimmable.StoryboardReplacesBackground);
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}
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public override bool Equals(BackgroundScreen other)
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@ -112,5 +122,64 @@ namespace osu.Game.Screens.Backgrounds
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Sprite.Texture = Beatmap?.Background ?? textures.Get(@"Backgrounds/bg1");
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}
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}
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public class DimmableBackground : UserDimContainer
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{
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/// <summary>
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/// The amount of blur to be applied to the background in addition to user-specified blur.
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/// </summary>
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/// <remarks>
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/// Used in contexts where there can potentially be both user and screen-specified blurring occuring at the same time, such as in <see cref="PlayerLoader"/>
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/// </remarks>
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public readonly Bindable<float> BlurAmount = new Bindable<float>();
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public Background Background
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{
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get => background;
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set
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{
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background?.Expire();
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base.Add(background = value);
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background.BlurTo(blurTarget, 0, Easing.OutQuint);
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}
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}
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private Bindable<double> userBlurLevel { get; set; }
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private Background background;
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public override void Add(Drawable drawable)
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{
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if (drawable is Background)
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throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
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base.Add(drawable);
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}
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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 => EnableUserDim.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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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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userBlurLevel.ValueChanged += _ => UpdateVisuals();
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BlurAmount.ValueChanged += _ => UpdateVisuals();
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}
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protected override bool ShowDimContent => !ShowStoryboard.Value || !StoryboardReplacesBackground.Value; // The background needs to be hidden in the case of it being replaced by the storyboard
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protected override void UpdateVisuals()
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{
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base.UpdateVisuals();
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Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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}
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}
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|
55
osu.Game/Screens/Play/DimmableStoryboard.cs
Normal file
55
osu.Game/Screens/Play/DimmableStoryboard.cs
Normal file
@ -0,0 +1,55 @@
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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 osu.Framework.Allocation;
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using osu.Game.Graphics.Containers;
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using osu.Game.Storyboards;
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using osu.Game.Storyboards.Drawables;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A container that handles <see cref="Storyboard"/> loading, as well as applies user-specified visual settings to it.
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/// </summary>
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public class DimmableStoryboard : UserDimContainer
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{
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private readonly Storyboard storyboard;
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private DrawableStoryboard drawableStoryboard;
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public DimmableStoryboard(Storyboard storyboard)
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{
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this.storyboard = storyboard;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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initializeStoryboard(false);
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}
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protected override void LoadComplete()
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{
|
||||
ShowStoryboard.BindValueChanged(_ => initializeStoryboard(true), true);
|
||||
base.LoadComplete();
|
||||
}
|
||||
|
||||
protected override bool ShowDimContent => ShowStoryboard.Value && UserDimLevel.Value < 1;
|
||||
|
||||
private void initializeStoryboard(bool async)
|
||||
{
|
||||
if (drawableStoryboard != null)
|
||||
return;
|
||||
|
||||
if (!ShowStoryboard.Value)
|
||||
return;
|
||||
|
||||
drawableStoryboard = storyboard.CreateDrawable();
|
||||
drawableStoryboard.Masking = true;
|
||||
|
||||
if (async)
|
||||
LoadComponentAsync(drawableStoryboard, Add);
|
||||
else
|
||||
Add(drawableStoryboard);
|
||||
}
|
||||
}
|
||||
}
|
@ -26,7 +26,6 @@ using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Scoring;
|
||||
using osu.Game.Screens.Ranking;
|
||||
using osu.Game.Skinning;
|
||||
using osu.Game.Storyboards.Drawables;
|
||||
using osu.Game.Users;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
@ -76,6 +75,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
protected GameplayClockContainer GameplayClockContainer { get; private set; }
|
||||
|
||||
protected DimmableStoryboard DimmableStoryboard { get; private set; }
|
||||
|
||||
[Cached]
|
||||
[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
|
||||
protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
|
||||
@ -109,7 +110,6 @@ namespace osu.Game.Screens.Play
|
||||
sampleRestart = audio.Samples.Get(@"Gameplay/restart");
|
||||
|
||||
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
|
||||
showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
|
||||
|
||||
ScoreProcessor = DrawableRuleset.CreateScoreProcessor();
|
||||
ScoreProcessor.Mods.BindTo(Mods);
|
||||
@ -121,7 +121,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
GameplayClockContainer.Children = new[]
|
||||
{
|
||||
StoryboardContainer = CreateStoryboardContainer(),
|
||||
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both },
|
||||
new ScalingContainer(ScalingMode.Gameplay)
|
||||
{
|
||||
Child = new LocalSkinOverrideContainer(working.Skin)
|
||||
@ -199,9 +199,6 @@ namespace osu.Game.Screens.Play
|
||||
// bind clock into components that require it
|
||||
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
|
||||
|
||||
// load storyboard as part of player's load if we can
|
||||
initializeStoryboard(false);
|
||||
|
||||
// Bind ScoreProcessor to ourselves
|
||||
ScoreProcessor.AllJudged += onCompletion;
|
||||
ScoreProcessor.Failed += onFail;
|
||||
@ -334,41 +331,6 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
|
||||
|
||||
#region Storyboard
|
||||
|
||||
private DrawableStoryboard storyboard;
|
||||
protected UserDimContainer StoryboardContainer { get; private set; }
|
||||
|
||||
protected virtual UserDimContainer CreateStoryboardContainer() => new UserDimContainer(true)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 1,
|
||||
EnableUserDim = { Value = true }
|
||||
};
|
||||
|
||||
private Bindable<bool> showStoryboard;
|
||||
|
||||
private void initializeStoryboard(bool asyncLoad)
|
||||
{
|
||||
if (StoryboardContainer == null || storyboard != null)
|
||||
return;
|
||||
|
||||
if (!showStoryboard.Value)
|
||||
return;
|
||||
|
||||
var beatmap = Beatmap.Value;
|
||||
|
||||
storyboard = beatmap.Storyboard.CreateDrawable();
|
||||
storyboard.Masking = true;
|
||||
|
||||
if (asyncLoad)
|
||||
LoadComponentAsync(storyboard, StoryboardContainer.Add);
|
||||
else
|
||||
StoryboardContainer.Add(storyboard);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Fail Logic
|
||||
|
||||
protected FailOverlay FailOverlay { get; private set; }
|
||||
@ -486,13 +448,11 @@ namespace osu.Game.Screens.Play
|
||||
.Delay(250)
|
||||
.FadeIn(250);
|
||||
|
||||
showStoryboard.ValueChanged += _ => initializeStoryboard(true);
|
||||
|
||||
Background.EnableUserDim.Value = true;
|
||||
Background.BlurAmount.Value = 0;
|
||||
|
||||
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
||||
StoryboardContainer.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
||||
DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
||||
|
||||
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user