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osu-lazer/osu.Game/Overlays/DashboardOverlay.cs
Dean Herbert 54982dcdd7 Refactor LoadingLayer to avoid applying effects to external drawables
In theory this seemed like a good idea (and an optimisation in some
cases, due to lower fill rate), but in practice this leads to weird edge
cases.

This aims to do away with the operations on external drawables by
applying a dim to the area behind the `LoadingLayer` when required.
I went over each usage and ensured they look as good or better than
previously.

The specific bad usage here was the restoration of the colour on dispose
(if the `LoadingLayer` was disposed in a still-visible state).

I'm aware that the `BeatmapListingOverlay` will now dim completely during
load. I think this is fine for the time being.
2021-01-05 17:31:45 +09:00

157 lines
4.7 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.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Overlays.Dashboard;
using osu.Game.Overlays.Dashboard.Friends;
namespace osu.Game.Overlays
{
public class DashboardOverlay : FullscreenOverlay<DashboardOverlayHeader>
{
private CancellationTokenSource cancellationToken;
private Container content;
private LoadingLayer loading;
private OverlayScrollContainer scrollFlow;
public DashboardOverlay()
: base(OverlayColourScheme.Purple, new DashboardOverlayHeader
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Depth = -float.MaxValue
})
{
}
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
[BackgroundDependencyLoader]
private void load(IAPIProvider api)
{
apiState.BindTo(api.State);
apiState.BindValueChanged(onlineStateChanged, true);
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourProvider.Background5
},
scrollFlow = new OverlayScrollContainer
{
RelativeSizeAxes = Axes.Both,
ScrollbarVisible = false,
Child = new FillFlowContainer
{
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
Header,
content = new Container
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y
}
}
}
},
loading = new LoadingLayer(true),
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Header.Current.BindValueChanged(onTabChanged);
}
private bool displayUpdateRequired = true;
protected override void PopIn()
{
base.PopIn();
// We don't want to create a new display on every call, only when exiting from fully closed state.
if (displayUpdateRequired)
{
Header.Current.TriggerChange();
displayUpdateRequired = false;
}
}
protected override void PopOutComplete()
{
base.PopOutComplete();
loadDisplay(Empty());
displayUpdateRequired = true;
}
private void loadDisplay(Drawable display)
{
scrollFlow.ScrollToStart();
LoadComponentAsync(display, loaded =>
{
if (API.IsLoggedIn)
loading.Hide();
content.Child = loaded;
}, (cancellationToken = new CancellationTokenSource()).Token);
}
private void onTabChanged(ValueChangedEvent<DashboardOverlayTabs> tab)
{
cancellationToken?.Cancel();
loading.Show();
if (!API.IsLoggedIn)
{
loadDisplay(Empty());
return;
}
switch (tab.NewValue)
{
case DashboardOverlayTabs.Friends:
loadDisplay(new FriendDisplay());
break;
case DashboardOverlayTabs.CurrentlyPlaying:
loadDisplay(new CurrentlyPlayingDisplay());
break;
default:
throw new NotImplementedException($"Display for {tab.NewValue} tab is not implemented");
}
}
private void onlineStateChanged(ValueChangedEvent<APIState> state) => Schedule(() =>
{
if (State.Value == Visibility.Hidden)
return;
Header.Current.TriggerChange();
});
protected override void Dispose(bool isDisposing)
{
cancellationToken?.Cancel();
base.Dispose(isDisposing);
}
}
}