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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.
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@ -4,6 +4,7 @@
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osuTK;
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using osuTK.Graphics;
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@ -17,22 +18,31 @@ namespace osu.Game.Graphics.UserInterface
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/// </summary>
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public class LoadingLayer : LoadingSpinner
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{
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private readonly Drawable dimTarget;
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private readonly Box backgroundDimLayer;
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/// <summary>
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/// Constuct a new loading spinner.
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/// Construct a new loading spinner.
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/// </summary>
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/// <param name="dimTarget">An optional target to dim when displayed.</param>
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/// <param name="dimBackground">Whether the full background area should be dimmed while loading.</param>
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/// <param name="withBox">Whether the spinner should have a surrounding black box for visibility.</param>
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public LoadingLayer(Drawable dimTarget = null, bool withBox = true)
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public LoadingLayer(bool dimBackground = false, bool withBox = true)
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: base(withBox)
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{
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RelativeSizeAxes = Axes.Both;
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Size = new Vector2(1);
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this.dimTarget = dimTarget;
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MainContents.RelativeSizeAxes = Axes.None;
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if (dimBackground)
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{
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AddInternal(backgroundDimLayer = new Box
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{
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Depth = float.MaxValue,
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Colour = Color4.Black,
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Alpha = 0,
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RelativeSizeAxes = Axes.Both,
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});
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}
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}
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public override bool HandleNonPositionalInput => false;
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@ -56,19 +66,20 @@ namespace osu.Game.Graphics.UserInterface
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protected override void PopIn()
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{
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dimTarget?.FadeColour(OsuColour.Gray(0.5f), TRANSITION_DURATION, Easing.OutQuint);
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backgroundDimLayer?.FadeTo(0.5f, TRANSITION_DURATION * 2, Easing.OutQuint);
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base.PopIn();
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}
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protected override void PopOut()
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{
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dimTarget?.FadeColour(Color4.White, TRANSITION_DURATION, Easing.OutQuint);
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backgroundDimLayer?.FadeOut(TRANSITION_DURATION, Easing.OutQuint);
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base.PopOut();
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}
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protected override void Update()
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{
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base.Update();
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MainContents.Size = new Vector2(Math.Clamp(Math.Min(DrawWidth, DrawHeight) * 0.25f, 30, 100));
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}
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@ -79,7 +90,7 @@ namespace osu.Game.Graphics.UserInterface
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if (State.Value == Visibility.Visible)
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{
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// ensure we don't leave the target in a bad state.
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dimTarget?.FadeColour(Color4.White, TRANSITION_DURATION, Easing.OutQuint);
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// dimTarget?.FadeColour(Color4.White, TRANSITION_DURATION, Easing.OutQuint);
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}
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}
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}
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