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osu-lazer/osu.Game/Screens/SelectV2/PanelSetBackground.cs
T
Dean Herbert fa4c72887f Bring back missing logic to avoid stutters when scrolling
Again, I don't know why the new implementation didn't just draw from the
old which was known to work. This mostly matches what was there in v1.
2025-06-03 01:22:02 +09:00

171 lines
5.9 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.Extensions.Color4Extensions;
using osu.Framework.Extensions.PolygonExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.SelectV2
{
public partial class PanelSetBackground : BufferedContainer
{
[Resolved]
private BeatmapCarousel? beatmapCarousel { get; set; }
private Sprite? sprite;
private WorkingBeatmap? working;
private CancellationTokenSource? loadCancellation;
private double timeSinceUnpool;
public WorkingBeatmap? Beatmap
{
get => working;
set
{
if (value == working)
return;
working = value;
loadCancellation?.Cancel();
loadCancellation = null;
sprite?.Expire();
sprite = null;
timeSinceUnpool = 0;
}
}
public PanelSetBackground()
// TODO: for performance reasons we probably want this to be true
// for it to work we will need to move transforms accordingly.
: base(cachedFrameBuffer: false)
{
RelativeSizeAxes = Axes.Both;
}
protected override void Update()
{
base.Update();
loadContentIfRequired();
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
new FillFlowContainer
{
Depth = -1,
RelativeSizeAxes = Axes.Both,
Direction = FillDirection.Horizontal,
// This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle
Shear = new Vector2(0.8f, 0),
Children = new[]
{
// The left half with no gradient applied
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black.Opacity(0.5f),
Width = 0.4f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.5f), Color4.Black.Opacity(0.3f)),
Width = 0.2f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.3f), Color4.Black.Opacity(0.2f)),
// Slightly more than 1.0 in total to account for shear.
Width = 0.45f,
},
}
},
};
}
private void loadContentIfRequired()
{
// A load is already in progress if the cancellation token is non-null.
if (loadCancellation != null || working == null)
return;
if (beatmapCarousel != null)
{
Quad containingSsdq = beatmapCarousel.ScreenSpaceDrawQuad;
// Using DelayedLoadWrappers would only allow us to load content when on screen, but we want to preload while off-screen
// to provide a better user experience.
// This is tracking time that this drawable is updating since the last pool.
// This is intended to provide a debounce so very fast scrolls (from one end to the other of the carousel)
// don't cause huge overheads.
//
// We increase the delay based on distance from centre, so the beatmaps the user is currently looking at load first.
float timeUpdatingBeforeLoad = 50 + Math.Abs(containingSsdq.Centre.Y - ScreenSpaceDrawQuad.Centre.Y) / containingSsdq.Height * 100;
timeSinceUnpool += Time.Elapsed;
// We only trigger a load after this set has been in an updating state for a set amount of time.
if (timeSinceUnpool <= timeUpdatingBeforeLoad)
return;
}
loadCancellation = new CancellationTokenSource();
LoadComponentAsync(new PanelBeatmapBackground(working)
{
Depth = float.MaxValue,
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
FillMode = FillMode.Fill,
}, s =>
{
AddInternal(sprite = s);
bool spriteOnScreen = beatmapCarousel?.ScreenSpaceDrawQuad.Intersects(sprite.ScreenSpaceDrawQuad) != false;
sprite.FadeInFromZero(spriteOnScreen ? 400 : 0, Easing.OutQuint);
}, loadCancellation.Token);
}
public partial class PanelBeatmapBackground : Sprite
{
private readonly IWorkingBeatmap working;
public PanelBeatmapBackground(IWorkingBeatmap working)
{
ArgumentNullException.ThrowIfNull(working);
this.working = working;
}
[BackgroundDependencyLoader]
private void load()
{
Texture = working.GetPanelBackground();
}
}
}
}