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Merge pull request #1754 from ColdVolcano/background-blur
Add setting to adjust background blur level during gameplay
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commit
fe7ce26b84
@ -65,6 +65,7 @@ namespace osu.Game.Configuration
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// Gameplay
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Set(OsuSetting.DimLevel, 0.3, 0, 1, 0.01);
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Set(OsuSetting.BlurLevel, 0, 0, 1, 0.01);
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Set(OsuSetting.ShowInterface, true);
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Set(OsuSetting.KeyOverlay, false);
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@ -90,6 +91,7 @@ namespace osu.Game.Configuration
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GameplayCursorSize,
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AutoCursorSize,
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DimLevel,
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BlurLevel,
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ShowStoryboard,
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KeyOverlay,
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FloatingComments,
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@ -22,6 +22,12 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
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Bindable = config.GetBindable<double>(OsuSetting.DimLevel),
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KeyboardStep = 0.1f
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},
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new SettingsSlider<double>
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{
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LabelText = "Background blur",
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Bindable = config.GetBindable<double>(OsuSetting.BlurLevel),
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KeyboardStep = 0.1f
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},
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new SettingsCheckbox
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{
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LabelText = "Show score overlay",
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@ -4,6 +4,7 @@
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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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@ -19,10 +20,7 @@ namespace osu.Game.Screens.Backgrounds
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public WorkingBeatmap Beatmap
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{
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get
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{
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return beatmap;
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}
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get { return beatmap; }
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set
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{
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if (beatmap == value && beatmap != null)
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@ -56,11 +54,8 @@ namespace osu.Game.Screens.Backgrounds
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Beatmap = beatmap;
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}
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public void BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
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{
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background?.BlurTo(sigma, duration, easing);
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blurTarget = sigma;
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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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@ -24,10 +24,10 @@ using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Framework.Audio.Sample;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Online.API;
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using osu.Game.Screens.Play.BreaksOverlay;
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using osu.Game.Storyboards.Drawables;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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@ -67,6 +67,7 @@ namespace osu.Game.Screens.Play
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#region User Settings
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private Bindable<double> dimLevel;
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private Bindable<double> blurLevel;
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private Bindable<bool> showStoryboard;
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private Bindable<bool> mouseWheelDisabled;
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private Bindable<double> userAudioOffset;
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@ -90,6 +91,7 @@ namespace osu.Game.Screens.Play
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this.api = api;
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dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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blurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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@ -316,10 +318,9 @@ namespace osu.Game.Screens.Play
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if (!loadedSuccessfully)
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return;
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(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1000, Easing.OutQuint);
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dimLevel.ValueChanged += dimLevel_ValueChanged;
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showStoryboard.ValueChanged += showStoryboard_ValueChanged;
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dimLevel.ValueChanged += _ => updateBackgroundElements();
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blurLevel.ValueChanged += _ => updateBackgroundElements();
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showStoryboard.ValueChanged += _ => updateBackgroundElements();
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updateBackgroundElements();
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Content.Alpha = 0;
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@ -375,14 +376,12 @@ namespace osu.Game.Screens.Play
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return true;
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}
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private void dimLevel_ValueChanged(double newValue)
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=> updateBackgroundElements();
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private void showStoryboard_ValueChanged(bool newValue)
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=> updateBackgroundElements();
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private void updateBackgroundElements()
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{
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if (!IsCurrentScreen) return;
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const float duration = 800;
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var opacity = 1 - (float)dimLevel;
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if (showStoryboard && storyboard == null)
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@ -391,17 +390,17 @@ namespace osu.Game.Screens.Play
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var beatmap = Beatmap.Value;
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var storyboardVisible = showStoryboard && beatmap.Storyboard.HasDrawable;
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storyboardContainer.FadeColour(new Color4(opacity, opacity, opacity, 1), 800);
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storyboardContainer.FadeTo(storyboardVisible && opacity > 0 ? 1 : 0);
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storyboardContainer
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.FadeColour(OsuColour.Gray(opacity), duration, Easing.OutQuint)
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.FadeTo(storyboardVisible && opacity > 0 ? 1 : 0, duration, Easing.OutQuint);
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Background?.FadeTo(!storyboardVisible || beatmap.Background == null ? opacity : 0, 800, Easing.OutQuint);
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(Background as BackgroundScreenBeatmap)?
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.BlurTo(new Vector2((float)blurLevel.Value * 25), duration, Easing.OutQuint)?
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.FadeTo(!storyboardVisible || beatmap.Background == null ? opacity : 0, duration, Easing.OutQuint);
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}
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private void fadeOut()
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{
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dimLevel.ValueChanged -= dimLevel_ValueChanged;
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showStoryboard.ValueChanged -= showStoryboard_ValueChanged;
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const float fade_out_duration = 250;
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RulesetContainer?.FadeOut(fade_out_duration);
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