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osu-lazer/osu.Game/Screens/OnlinePlay/Lounge/LoungeSubScreen.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

203 lines
6.2 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Screens;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Screens.OnlinePlay.Lounge.Components;
using osu.Game.Screens.OnlinePlay.Match;
using osu.Game.Users;
namespace osu.Game.Screens.OnlinePlay.Lounge
{
[Cached]
public abstract class LoungeSubScreen : OnlinePlaySubScreen
{
public override string Title => "Lounge";
protected override UserActivity InitialActivity => new UserActivity.SearchingForLobby();
private readonly IBindable<bool> initialRoomsReceived = new Bindable<bool>();
private FilterControl filter;
private Container content;
private LoadingLayer loadingLayer;
[Resolved]
private Bindable<Room> selectedRoom { get; set; }
[Resolved]
private MusicController music { get; set; }
private bool joiningRoom;
[BackgroundDependencyLoader]
private void load()
{
RoomsContainer roomsContainer;
OsuScrollContainer scrollContainer;
InternalChildren = new Drawable[]
{
content = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Width = 0.55f,
Children = new Drawable[]
{
scrollContainer = new OsuScrollContainer
{
RelativeSizeAxes = Axes.Both,
ScrollbarOverlapsContent = false,
Padding = new MarginPadding(10),
Child = roomsContainer = new RoomsContainer { JoinRequested = joinRequested }
},
loadingLayer = new LoadingLayer(true),
}
},
new RoomInspector
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
RelativeSizeAxes = Axes.Both,
Width = 0.45f,
},
},
},
filter = CreateFilterControl().With(d =>
{
d.RelativeSizeAxes = Axes.X;
d.Height = 80;
})
};
// scroll selected room into view on selection.
selectedRoom.BindValueChanged(val =>
{
var drawable = roomsContainer.Rooms.FirstOrDefault(r => r.Room == val.NewValue);
if (drawable != null)
scrollContainer.ScrollIntoView(drawable);
});
}
protected override void LoadComplete()
{
base.LoadComplete();
initialRoomsReceived.BindTo(RoomManager.InitialRoomsReceived);
initialRoomsReceived.BindValueChanged(onInitialRoomsReceivedChanged, true);
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
content.Padding = new MarginPadding
{
Top = filter.DrawHeight,
Left = WaveOverlayContainer.WIDTH_PADDING - DrawableRoom.SELECTION_BORDER_WIDTH + HORIZONTAL_OVERFLOW_PADDING,
Right = WaveOverlayContainer.WIDTH_PADDING + HORIZONTAL_OVERFLOW_PADDING,
};
}
protected override void OnFocus(FocusEvent e)
{
filter.TakeFocus();
}
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
onReturning();
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
if (selectedRoom.Value?.RoomID.Value == null)
selectedRoom.Value = new Room();
music?.EnsurePlayingSomething();
onReturning();
}
private void onReturning()
{
filter.HoldFocus = true;
}
public override bool OnExiting(IScreen next)
{
filter.HoldFocus = false;
return base.OnExiting(next);
}
public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
filter.HoldFocus = false;
}
private void joinRequested(Room room)
{
joiningRoom = true;
updateLoadingLayer();
RoomManager?.JoinRoom(room, r =>
{
Open(room);
joiningRoom = false;
updateLoadingLayer();
}, _ =>
{
joiningRoom = false;
updateLoadingLayer();
});
}
private void onInitialRoomsReceivedChanged(ValueChangedEvent<bool> received) => updateLoadingLayer();
private void updateLoadingLayer()
{
if (joiningRoom || !initialRoomsReceived.Value)
loadingLayer.Show();
else
loadingLayer.Hide();
}
/// <summary>
/// Push a room as a new subscreen.
/// </summary>
public virtual void Open(Room room)
{
// Handles the case where a room is clicked 3 times in quick succession
if (!this.IsCurrentScreen())
return;
selectedRoom.Value = room;
this.Push(CreateRoomSubScreen(room));
}
protected abstract FilterControl CreateFilterControl();
protected abstract RoomSubScreen CreateRoomSubScreen(Room room);
}
}