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osu-lazer/osu.Game/Screens/Loader.cs
Dean Herbert ce62f3c75b Simplify and future-proof random retrieval method
Will support future added intros without further code changes. Also uses RNG instead of `new Random`.
2019-09-29 14:35:35 +08:00

144 lines
4.6 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shaders;
using osu.Framework.MathUtils;
using osu.Game.Screens.Menu;
using osuTK;
using osu.Framework.Screens;
using osu.Game.Configuration;
using IntroSequence = osu.Game.Configuration.IntroSequence;
namespace osu.Game.Screens
{
public class Loader : StartupScreen
{
private bool showDisclaimer;
public Loader()
{
ValidForResume = false;
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
logo.BeatMatching = false;
logo.Triangles = false;
logo.RelativePositionAxes = Axes.None;
logo.Origin = Anchor.BottomRight;
logo.Anchor = Anchor.BottomRight;
logo.Position = new Vector2(-40);
logo.Scale = new Vector2(0.2f);
logo.Delay(500).FadeInFromZero(1000, Easing.OutQuint);
}
protected override void LogoSuspending(OsuLogo logo)
{
base.LogoSuspending(logo);
logo.FadeOut(logo.Alpha * 400);
}
private OsuScreen loadableScreen;
private ShaderPrecompiler precompiler;
private IntroSequence introSequence;
protected virtual OsuScreen CreateLoadableScreen()
{
if (showDisclaimer)
return new Disclaimer(getIntroSequence());
return getIntroSequence();
}
private IntroScreen getIntroSequence()
{
if (introSequence == IntroSequence.Random)
introSequence = (IntroSequence)RNG.Next(0, (int)IntroSequence.Random);
switch (introSequence)
{
case IntroSequence.Circles:
return new IntroCircles();
default:
return new IntroTriangles();
}
}
protected virtual ShaderPrecompiler CreateShaderPrecompiler() => new ShaderPrecompiler();
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal);
LoadComponentAsync(loadableScreen = CreateLoadableScreen());
checkIfLoaded();
}
private void checkIfLoaded()
{
if (loadableScreen.LoadState != LoadState.Ready || !precompiler.FinishedCompiling)
{
Schedule(checkIfLoaded);
return;
}
this.Push(loadableScreen);
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game, OsuConfigManager config)
{
showDisclaimer = game.IsDeployedBuild;
introSequence = config.Get<IntroSequence>(OsuSetting.IntroSequence);
}
/// <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 List<IShader> loadTargets = new List<IShader>();
public bool FinishedCompiling { get; private set; }
[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));
}
protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
protected override void Update()
{
base.Update();
// if our target is null we are done.
if (AllLoaded)
{
FinishedCompiling = true;
Expire();
}
}
}
}
}