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Merge branch 'master' into patch-1
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commit
ed0ea3ad41
@ -6,7 +6,6 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using OpenTK.Graphics;
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namespace osu.Game.Graphics.Backgrounds
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{
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@ -28,7 +27,6 @@ namespace osu.Game.Graphics.Backgrounds
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Colour = Color4.DarkGray,
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FillMode = FillMode.Fill,
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});
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}
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@ -4,19 +4,14 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transforms;
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using OpenTK;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Backgrounds;
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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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public class BackgroundScreenBeatmap : BlurrableBackgroundScreen
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{
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private Background background;
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private WorkingBeatmap beatmap;
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private Vector2 blurTarget;
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public WorkingBeatmap Beatmap
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{
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@ -30,21 +25,21 @@ namespace osu.Game.Screens.Backgrounds
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Schedule(() =>
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{
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LoadComponentAsync(new BeatmapBackground(beatmap), b =>
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LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() =>
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{
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float newDepth = 0;
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if (background != null)
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if (Background != null)
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{
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newDepth = background.Depth + 1;
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background.FinishTransforms();
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background.FadeOut(250);
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background.Expire();
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newDepth = Background.Depth + 1;
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Background.FinishTransforms();
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Background.FadeOut(250);
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Background.Expire();
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}
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b.Depth = newDepth;
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Add(background = b);
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background.BlurSigma = blurTarget;
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});
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Add(Background = b);
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Background.BlurSigma = BlurTarget;
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}));
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});
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}
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}
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@ -54,9 +49,6 @@ namespace osu.Game.Screens.Backgrounds
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Beatmap = beatmap;
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}
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public TransformSequence<Background> BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
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=> background?.BlurTo(blurTarget = sigma, duration, easing);
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public override bool Equals(BackgroundScreen other)
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{
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var otherBeatmapBackground = other as BackgroundScreenBeatmap;
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@ -3,32 +3,32 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Framework.Threading;
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using osu.Game.Graphics.Backgrounds;
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namespace osu.Game.Screens.Backgrounds
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{
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public class BackgroundScreenDefault : BackgroundScreen
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public class BackgroundScreenDefault : BlurrableBackgroundScreen
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{
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private int currentDisplay;
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private const int background_count = 5;
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private string backgroundName => $@"Menu/menu-background-{currentDisplay % background_count + 1}";
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private Background current;
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[BackgroundDependencyLoader]
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private void load()
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{
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currentDisplay = RNG.Next(0, background_count);
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display(new Background(backgroundName));
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}
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private void display(Background newBackground)
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{
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current?.FadeOut(800, Easing.InOutSine);
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current?.Expire();
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Background?.FadeOut(800, Easing.InOutSine);
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Background?.Expire();
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Add(current = newBackground);
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Add(Background = newBackground);
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currentDisplay++;
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}
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20
osu.Game/Screens/BlurrableBackgroundScreen.cs
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20
osu.Game/Screens/BlurrableBackgroundScreen.cs
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@ -0,0 +1,20 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Transforms;
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using osu.Game.Graphics.Backgrounds;
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using OpenTK;
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namespace osu.Game.Screens
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{
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public abstract class BlurrableBackgroundScreen : BackgroundScreen
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{
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protected Background Background;
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protected Vector2 BlurTarget;
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public TransformSequence<Background> BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
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=> Background?.BlurTo(BlurTarget = sigma, duration, easing);
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}
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}
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@ -10,6 +10,7 @@ using osu.Framework.Input.EventArgs;
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using osu.Framework.Input.States;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Charts;
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@ -64,6 +65,20 @@ namespace osu.Game.Screens.Menu
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},
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sideFlashes = new MenuSideFlashes(),
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};
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buttons.StateChanged += state =>
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{
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switch (state)
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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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break;
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default:
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background.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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}
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[BackgroundDependencyLoader(true)]
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