mirror of
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c0fd5637de
Closes https://github.com/ppy/osu/issues/34511 I guess.
196 lines
8.1 KiB
C#
196 lines
8.1 KiB
C#
// 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.Extensions.Color4Extensions;
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using osu.Framework.Extensions.PolygonExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.SelectV2
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{
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public partial class PanelSetBackground : Container
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{
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[Resolved]
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private BeatmapCarousel? beatmapCarousel { get; set; }
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private Sprite? sprite;
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private WorkingBeatmap? working;
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private CancellationTokenSource? loadCancellation;
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private double timeSinceUnpool;
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public WorkingBeatmap? Beatmap
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{
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get => working;
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set
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{
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if (working == null && value == null)
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return;
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// this guard papers over excessive refreshes of the background asset which occur if `working == value` type guards are used.
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// the root cause of why `working == value` type guards fail here is that `SongSelect` will invalidate working beatmaps very often
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// (via https://github.com/ppy/osu/blob/d3ae20dd882381e109c20ca00ee5237e4dd1750d/osu.Game/Screens/SelectV2/SongSelect.cs#L506-L507),
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// due to a variety of causes, ranging from "someone typed a letter in the search box" (which triggers a refilter -> presentation of new items -> `ensureGlobalBeatmapValid()`),
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// to "someone just went into the editor and replaced every single file in the set, including the background".
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// the following guard approximates the most appropriate debounce criterion, which is the contents of the actual asset that is supposed to be displayed in the background,
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// i.e. if the hash of the new background file matches the old, then we do not bother updating the working beatmap here.
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//
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// note that this is basically a reimplementation of the caching scheme in `WorkingBeatmapCache.getBackgroundFromStore()`,
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// which cannot be used directly by retrieving the texture and checking texture reference equality,
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// because missing the cache would incur a synchronous texture load on the update thread.
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if (getBackgroundFileHash(working) == getBackgroundFileHash(value))
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return;
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working = value;
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loadCancellation?.Cancel();
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loadCancellation = null;
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sprite?.Expire();
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sprite = null;
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timeSinceUnpool = 0;
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}
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}
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private static string? getBackgroundFileHash(WorkingBeatmap? working)
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=> working?.BeatmapSetInfo.GetFile(working.Metadata.BackgroundFile)?.File.Hash;
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public PanelSetBackground()
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{
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RelativeSizeAxes = Axes.Both;
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CornerRadius = Panel.CORNER_RADIUS;
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Masking = true;
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// Add some level of smoothness around the rounded edges to give more visual polish (make it anti-aliased).
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MaskingSmoothness = 2f;
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}
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protected override void Update()
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{
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base.Update();
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loadContentIfRequired();
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}
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[BackgroundDependencyLoader]
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private void load(OverlayColourProvider colourProvider)
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{
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InternalChildren = new Drawable[]
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{
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new Box
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{
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Depth = 1,
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(colourProvider.Background3, colourProvider.Background4),
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},
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new FillFlowContainer
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{
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Depth = -1,
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RelativeSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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// This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle
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Shear = new Vector2(0.8f, 0),
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Children = new[]
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{
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// The left half with no gradient applied
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(0.5f),
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Width = 0.4f,
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.5f), Color4.Black.Opacity(0.3f)),
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Width = 0.2f,
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.3f), Color4.Black.Opacity(0.2f)),
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// Slightly more than 1.0 in total to account for shear.
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Width = 0.45f,
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},
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}
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},
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};
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}
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private void loadContentIfRequired()
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{
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// A load is already in progress if the cancellation token is non-null.
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if (loadCancellation != null || working == null)
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return;
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if (beatmapCarousel != null)
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{
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Quad containingSsdq = beatmapCarousel.ScreenSpaceDrawQuad;
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// One may ask why we are not using `DelayedLoadWrapper` for this delayed load logic.
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//
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// - Using `DelayedLoadWrapper` would only allow us to load content when on screen, but we want to preload while panels are off-screen.
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// This allows a more seamless experience when a user is scrolling at a moderate speed, as we are loading in backgrounds before they
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// enter the visible viewport.
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// - By using a slightly customised formula to decide when to start the load, we can coerce the loading of backgrounds into an order that
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// prioritises panels which are closest to the centre of the screen. Basically, we want to load backgrounds "outwards" from the visual
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// centre to give the user the best experience possible.
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float timeUpdatingBeforeLoad = 50 + Math.Abs(containingSsdq.Centre.Y - ScreenSpaceDrawQuad.Centre.Y) / containingSsdq.Height * 100;
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timeSinceUnpool += Time.Elapsed;
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// We only trigger a load after this set has been in an updating state for a set amount of time.
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if (timeSinceUnpool <= timeUpdatingBeforeLoad)
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return;
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}
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loadCancellation = new CancellationTokenSource();
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LoadComponentAsync(new PanelBeatmapBackground(working)
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{
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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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FillMode = FillMode.Fill,
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}, s =>
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{
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AddInternal(sprite = s);
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bool spriteOnScreen = beatmapCarousel?.ScreenSpaceDrawQuad.Intersects(sprite.ScreenSpaceDrawQuad) != false;
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sprite.FadeInFromZero(spriteOnScreen ? 400 : 0, Easing.OutQuint);
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}, loadCancellation.Token);
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}
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public partial class PanelBeatmapBackground : Sprite
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{
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private readonly IWorkingBeatmap working;
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public PanelBeatmapBackground(IWorkingBeatmap working)
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{
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ArgumentNullException.ThrowIfNull(working);
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this.working = working;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Texture = working.GetPanelBackground();
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}
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}
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}
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}
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