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osu-lazer/osu.Game/Overlays/Rankings/SpotlightsLayout.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

165 lines
5.4 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 osu.Framework.Graphics;
using osu.Framework.Bindables;
using osu.Game.Rulesets;
using osu.Framework.Graphics.Containers;
using osu.Game.Online.API.Requests.Responses;
using osuTK;
using osu.Framework.Allocation;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Overlays.Rankings.Tables;
using System.Linq;
using System.Threading;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.BeatmapListing.Panels;
namespace osu.Game.Overlays.Rankings
{
public class SpotlightsLayout : CompositeDrawable
{
public readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
private readonly Bindable<APISpotlight> selectedSpotlight = new Bindable<APISpotlight>();
private readonly Bindable<RankingsSortCriteria> sort = new Bindable<RankingsSortCriteria>();
[Resolved]
private IAPIProvider api { get; set; }
[Resolved]
private RulesetStore rulesets { get; set; }
private CancellationTokenSource cancellationToken;
private GetSpotlightRankingsRequest getRankingsRequest;
private GetSpotlightsRequest spotlightsRequest;
private SpotlightSelector selector;
private Container content;
private LoadingLayer loading;
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChild = new ReverseChildIDFillFlowContainer<Drawable>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
selector = new SpotlightSelector
{
Current = selectedSpotlight,
},
new Container
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Children = new Drawable[]
{
content = new Container
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Margin = new MarginPadding { Vertical = 10 }
},
loading = new LoadingLayer(true)
}
}
}
};
sort.BindTo(selector.Sort);
}
protected override void LoadComplete()
{
base.LoadComplete();
selectedSpotlight.BindValueChanged(_ => onSpotlightChanged());
sort.BindValueChanged(_ => onSpotlightChanged());
Ruleset.BindValueChanged(onRulesetChanged);
getSpotlights();
}
private void getSpotlights()
{
spotlightsRequest = new GetSpotlightsRequest();
spotlightsRequest.Success += response => Schedule(() => selector.Spotlights = response.Spotlights);
api.Queue(spotlightsRequest);
}
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> ruleset)
{
if (!selector.Spotlights.Any())
return;
selectedSpotlight.TriggerChange();
}
private void onSpotlightChanged()
{
loading.Show();
cancellationToken?.Cancel();
getRankingsRequest?.Cancel();
getRankingsRequest = new GetSpotlightRankingsRequest(Ruleset.Value, selectedSpotlight.Value.Id, sort.Value);
getRankingsRequest.Success += onSuccess;
api.Queue(getRankingsRequest);
}
private void onSuccess(GetSpotlightRankingsResponse response)
{
LoadComponentAsync(createContent(response), loaded =>
{
selector.ShowInfo(response);
content.Clear();
content.Add(loaded);
loading.Hide();
}, (cancellationToken = new CancellationTokenSource()).Token);
}
private Drawable createContent(GetSpotlightRankingsResponse response) => new FillFlowContainer
{
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Children = new Drawable[]
{
new ScoresTable(1, response.Users),
new FillFlowContainer
{
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Spacing = new Vector2(10),
Children = response.BeatmapSets.Select(b => new GridBeatmapPanel(b.ToBeatmapSet(rulesets))
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
}).ToList()
}
}
};
protected override void Dispose(bool isDisposing)
{
spotlightsRequest?.Cancel();
getRankingsRequest?.Cancel();
cancellationToken?.Cancel();
base.Dispose(isDisposing);
}
}
}