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osu-lazer/osu.Game/Screens/SelectV2/PanelSetBackground.cs
T

196 lines
8.1 KiB
C#

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