mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 19:27:26 +08:00
fb6408257a
Resolves https://github.com/ppy/osu-framework/issues/1180 in a way.
121 lines
3.9 KiB
C#
121 lines
3.9 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Shaders;
|
|
using osu.Game.Screens.Menu;
|
|
using OpenTK;
|
|
using osu.Framework.Screens;
|
|
|
|
namespace osu.Game.Screens
|
|
{
|
|
public class Loader : OsuScreen
|
|
{
|
|
private bool showDisclaimer;
|
|
|
|
public override bool ShowOverlays => false;
|
|
|
|
public Loader()
|
|
{
|
|
ValidForResume = false;
|
|
}
|
|
|
|
protected override void LogoArriving(OsuLogo logo, bool resuming)
|
|
{
|
|
base.LogoArriving(logo, resuming);
|
|
|
|
logo.Triangles = false;
|
|
logo.Origin = Anchor.BottomRight;
|
|
logo.Anchor = Anchor.BottomRight;
|
|
logo.Position = new Vector2(-40);
|
|
logo.Scale = new Vector2(0.2f);
|
|
|
|
logo.FadeInFromZero(5000, Easing.OutQuint);
|
|
}
|
|
|
|
private OsuScreen loadScreen;
|
|
private ShaderPrecompiler precompiler;
|
|
|
|
protected override void OnEntering(Screen last)
|
|
{
|
|
base.OnEntering(last);
|
|
|
|
LoadComponentAsync(precompiler = new ShaderPrecompiler(loadIfReady), Add);
|
|
LoadComponentAsync(loadScreen = showDisclaimer ? (OsuScreen)new Disclaimer() : new Intro(), s => loadIfReady());
|
|
}
|
|
|
|
private void loadIfReady()
|
|
{
|
|
if (ChildScreen == loadScreen) return;
|
|
|
|
if (loadScreen.LoadState != LoadState.Ready)
|
|
return;
|
|
|
|
if (!precompiler.FinishedCompiling)
|
|
return;
|
|
|
|
Push(loadScreen);
|
|
}
|
|
|
|
protected override void LogoSuspending(OsuLogo logo)
|
|
{
|
|
base.LogoSuspending(logo);
|
|
logo.FadeOut(100);
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuGameBase game)
|
|
{
|
|
showDisclaimer = game.IsDeployedBuild;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compiles a set of shaders before continuing. Attempts to draw some frames between compilation by limiting to one compile per draw frame.
|
|
/// </summary>
|
|
public class ShaderPrecompiler : Drawable
|
|
{
|
|
private readonly Action onLoaded;
|
|
private readonly List<Shader> loadTargets = new List<Shader>();
|
|
|
|
public bool FinishedCompiling { get; private set; }
|
|
|
|
public ShaderPrecompiler(Action onLoaded)
|
|
{
|
|
this.onLoaded = onLoaded;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(ShaderManager manager)
|
|
{
|
|
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
|
|
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
|
|
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
|
|
|
|
loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
|
|
|
|
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
|
|
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
|
|
}
|
|
|
|
private Shader currentLoadTarget;
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// if our target is null we are done.
|
|
if (loadTargets.All(s => s.Loaded))
|
|
{
|
|
FinishedCompiling = true;
|
|
Expire();
|
|
onLoaded?.Invoke();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|