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446fbce81c
Avoids missing adding changes to screens like Disclaimer, which may not be shown in debug builds.
117 lines
3.8 KiB
C#
117 lines
3.8 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shaders;
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using osu.Game.Screens.Menu;
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using osuTK;
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using osu.Framework.Screens;
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namespace osu.Game.Screens
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{
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public class Loader : StartupScreen
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{
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private bool showDisclaimer;
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public Loader()
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{
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ValidForResume = false;
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}
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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logo.BeatMatching = false;
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logo.Triangles = false;
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logo.RelativePositionAxes = Axes.None;
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logo.Origin = Anchor.BottomRight;
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logo.Anchor = Anchor.BottomRight;
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logo.Position = new Vector2(-40);
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logo.Scale = new Vector2(0.2f);
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logo.Delay(500).FadeInFromZero(1000, Easing.OutQuint);
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}
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protected override void LogoSuspending(OsuLogo logo)
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{
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base.LogoSuspending(logo);
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logo.FadeOut(logo.Alpha * 400);
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}
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private OsuScreen loadableScreen;
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private ShaderPrecompiler precompiler;
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protected virtual OsuScreen CreateLoadableScreen() => showDisclaimer ? (OsuScreen)new Disclaimer() : new Intro();
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protected virtual ShaderPrecompiler CreateShaderPrecompiler() => new ShaderPrecompiler();
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal);
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LoadComponentAsync(loadableScreen = CreateLoadableScreen());
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checkIfLoaded();
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}
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private void checkIfLoaded()
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{
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if (loadableScreen.LoadState != LoadState.Ready || !precompiler.FinishedCompiling)
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{
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Schedule(checkIfLoaded);
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return;
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}
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this.Push(loadableScreen);
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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showDisclaimer = game.IsDeployedBuild;
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}
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/// <summary>
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/// Compiles a set of shaders before continuing. Attempts to draw some frames between compilation by limiting to one compile per draw frame.
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/// </summary>
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public class ShaderPrecompiler : Drawable
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{
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private readonly List<IShader> loadTargets = new List<IShader>();
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public bool FinishedCompiling { get; private set; }
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[BackgroundDependencyLoader]
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private void load(ShaderManager manager)
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{
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
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}
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protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
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protected override void Update()
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{
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base.Update();
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// if our target is null we are done.
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if (AllLoaded)
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{
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FinishedCompiling = true;
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Expire();
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}
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}
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}
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}
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}
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