Ensure all OsuFocusedOverlayContainers contribute to screen fading

This commit is contained in:
Shane Woolcock
2019-03-01 12:20:31 +09:00
parent c237c94a76
commit 5d1eacf1c1
2 changed files with 33 additions and 14 deletions

View File

@ -110,6 +110,8 @@ namespace osu.Game
private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
private readonly List<OverlayContainer> visibleBlockingOverlays = new List<OverlayContainer>();
// todo: move this to SongSelect once Screen has the ability to unsuspend.
[Cached]
[Cached(Type = typeof(IBindable<IEnumerable<Mod>>))]
@ -128,6 +130,23 @@ namespace osu.Game
public void ToggleDirect() => direct.ToggleVisibility();
private void updateBlockingOverlayFade() =>
screenContainer.FadeColour(visibleBlockingOverlays.Any() ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
public void AddBlockingOverlay(OverlayContainer overlay)
{
if (!visibleBlockingOverlays.Contains(overlay))
visibleBlockingOverlays.Add(overlay);
updateBlockingOverlayFade();
}
public void RemoveBlockingOverlay(OverlayContainer overlay)
{
if (visibleBlockingOverlays.Contains(overlay))
visibleBlockingOverlays.Remove(overlay);
updateBlockingOverlayFade();
}
/// <summary>
/// Close all game-wide overlays.
/// </summary>
@ -598,20 +617,10 @@ namespace osu.Game
}
private Task asyncLoadStream;
private int visibleOverlayCount;
private void loadComponentSingleFile<T>(T d, Action<T> add)
where T : Drawable
{
if (d is FocusedOverlayContainer focused)
{
focused.StateChanged += s =>
{
visibleOverlayCount += s == Visibility.Visible ? 1 : -1;
screenContainer.FadeColour(visibleOverlayCount > 0 ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
};
}
// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
// we could avoid the need for scheduling altogether.