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116 lines
5.0 KiB
C#
116 lines
5.0 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// A container that applies user-configured visual settings to its contents.
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/// This container specifies behavior that applies to both Storyboards and Backgrounds.
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/// </summary>
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public class UserDimContainer : Container
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{
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private const float background_fade_duration = 800;
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/// <summary>
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/// Whether or not user-configured dim levels should be applied to the container.
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/// </summary>
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public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
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/// <summary>
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/// Whether or not the storyboard loaded should completely hide the background behind it.
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/// </summary>
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public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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/// <summary>
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/// The amount of blur to be applied to the background in addition to user-specified blur.
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/// </summary>
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/// <remarks>
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/// Used in contexts where there can potentially be both user and screen-specified blurring occuring at the same time, such as in <see cref="PlayerLoader"/>
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/// </remarks>
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public Bindable<float> AddedBlur = new Bindable<float>();
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private Bindable<double> dimLevel { get; set; }
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private Bindable<double> blurLevel { get; set; }
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private Bindable<bool> showStoryboard { get; set; }
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protected Container DimContainer { get; }
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protected override Container<Drawable> Content => DimContainer;
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private readonly bool isStoryboard;
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private Vector2 blurTarget => EnableUserDim.Value
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? new Vector2(AddedBlur.Value + (float)blurLevel.Value * 25)
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: new Vector2(AddedBlur.Value);
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/// <summary>
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/// Creates a new <see cref="UserDimContainer"/>.
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/// </summary>
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/// <param name="isStoryboard"> Whether or not this instance contains a storyboard.
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/// <remarks>
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/// While both backgrounds and storyboards allow user dim levels to be applied, storyboards can be toggled via <see cref="showStoryboard"/>
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/// and can cause backgrounds to become hidden via <see cref="StoryboardReplacesBackground"/>. Storyboards are also currently unable to be blurred.
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/// </remarks>
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/// </param>
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public UserDimContainer(bool isStoryboard = false)
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{
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this.isStoryboard = isStoryboard;
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AddInternal(DimContainer = new Container { RelativeSizeAxes = Axes.Both });
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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blurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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EnableUserDim.ValueChanged += _ => UpdateVisuals();
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dimLevel.ValueChanged += _ => UpdateVisuals();
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blurLevel.ValueChanged += _ => UpdateVisuals();
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showStoryboard.ValueChanged += _ => UpdateVisuals();
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StoryboardReplacesBackground.ValueChanged += _ => UpdateVisuals();
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AddedBlur.ValueChanged += _ => UpdateVisuals();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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UpdateVisuals();
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}
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public void UpdateVisuals(bool instant = false)
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{
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if (isStoryboard)
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{
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DimContainer.FadeTo(!showStoryboard.Value || dimLevel.Value == 1 ? 0 : 1, background_fade_duration, Easing.OutQuint);
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}
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else
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{
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// The background needs to be hidden in the case of it being replaced by the storyboard
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DimContainer.FadeTo(showStoryboard.Value && StoryboardReplacesBackground.Value ? 0 : 1, background_fade_duration, Easing.OutQuint);
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foreach (Drawable c in DimContainer)
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{
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// Only blur if this container contains a background
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// We can't blur the container like we did with the dim because buffered containers add considerable draw overhead. As a result, this blurs the background directly.
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// We need to support instant blurring here in the case of SongSelect, where blurring shouldn't be from 0 every time the beatmap is changed.
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((Background)c)?.BlurTo(blurTarget, instant ? 0 : background_fade_duration, Easing.OutQuint);
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}
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}
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DimContainer.FadeColour(EnableUserDim.Value ? OsuColour.Gray(1 - (float)dimLevel.Value) : Color4.White, background_fade_duration, Easing.OutQuint);
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}
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}
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}
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