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Rework instant blur logic such that updateVisuals doesn't need to be public
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@ -1,6 +1,7 @@
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// 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 System.Linq;
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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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@ -36,7 +37,7 @@ namespace osu.Game.Graphics.Containers
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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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public readonly Bindable<float> BlurAmount = new Bindable<float>();
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private Bindable<double> dimLevel { get; set; }
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@ -51,8 +52,10 @@ namespace osu.Game.Graphics.Containers
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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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? new Vector2(BlurAmount.Value + (float)blurLevel.Value * 25)
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: new Vector2(BlurAmount.Value);
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private Background background => DimContainer.Children.OfType<Background>().FirstOrDefault();
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/// <summary>
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/// Creates a new <see cref="UserDimContainer"/>.
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@ -69,27 +72,38 @@ namespace osu.Game.Graphics.Containers
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AddInternal(DimContainer = new Container { RelativeSizeAxes = Axes.Both });
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}
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/// <summary>
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/// Set the blur of the background in this UserDimContainer to our blur target instantly.
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/// </summary>
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/// <remarks>
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/// We need to support instant blurring here in the case of changing beatmap backgrounds, where blurring shouldn't be from 0 every time the beatmap is changed.
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/// </remarks>
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public void ApplyInstantBlur()
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{
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background?.BlurTo(blurTarget, 0, Easing.OutQuint);
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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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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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BlurAmount.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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updateVisuals();
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}
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public void UpdateVisuals(bool instant = false)
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private void updateVisuals()
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{
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if (isStoryboard)
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{
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@ -100,13 +114,10 @@ namespace osu.Game.Graphics.Containers
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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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// 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.
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// As a result, this blurs the background directly.
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background?.BlurTo(blurTarget, background_fade_duration, Easing.OutQuint);
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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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