Make menu background blurrable

Not actually blurring yet, needs further testing.
This commit is contained in:
Dean Herbert
2018-09-21 03:13:34 +09:00
parent 78d78b5510
commit 83bf38f4bc
3 changed files with 33 additions and 24 deletions

View File

@ -4,20 +4,14 @@
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures; using osu.Framework.Graphics.Textures;
using osu.Framework.Graphics.Transforms;
using OpenTK;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Graphics.Backgrounds; using osu.Game.Graphics.Backgrounds;
namespace osu.Game.Screens.Backgrounds namespace osu.Game.Screens.Backgrounds
{ {
public class BackgroundScreenBeatmap : BackgroundScreen public class BackgroundScreenBeatmap : BlurrableBackgroundScreen
{ {
private Background background;
private WorkingBeatmap beatmap; private WorkingBeatmap beatmap;
private Vector2 blurTarget;
public WorkingBeatmap Beatmap public WorkingBeatmap Beatmap
{ {
get { return beatmap; } get { return beatmap; }
@ -33,17 +27,17 @@ namespace osu.Game.Screens.Backgrounds
LoadComponentAsync(new BeatmapBackground(beatmap), b => LoadComponentAsync(new BeatmapBackground(beatmap), b =>
{ {
float newDepth = 0; float newDepth = 0;
if (background != null) if (Background != null)
{ {
newDepth = background.Depth + 1; newDepth = Background.Depth + 1;
background.FinishTransforms(); Background.FinishTransforms();
background.FadeOut(250); Background.FadeOut(250);
background.Expire(); Background.Expire();
} }
b.Depth = newDepth; b.Depth = newDepth;
Add(background = b); Add(Background = b);
background.BlurSigma = blurTarget; Background.BlurSigma = BlurTarget;
}); });
}); });
} }
@ -54,9 +48,6 @@ namespace osu.Game.Screens.Backgrounds
Beatmap = beatmap; Beatmap = beatmap;
} }
public TransformSequence<Background> BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
=> background?.BlurTo(blurTarget = sigma, duration, easing);
public override bool Equals(BackgroundScreen other) public override bool Equals(BackgroundScreen other)
{ {
var otherBeatmapBackground = other as BackgroundScreenBeatmap; var otherBeatmapBackground = other as BackgroundScreenBeatmap;

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@ -1,4 +1,4 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation; using osu.Framework.Allocation;
@ -9,15 +9,13 @@ using osu.Game.Graphics.Backgrounds;
namespace osu.Game.Screens.Backgrounds namespace osu.Game.Screens.Backgrounds
{ {
public class BackgroundScreenDefault : BackgroundScreen public class BackgroundScreenDefault : BlurrableBackgroundScreen
{ {
private int currentDisplay; private int currentDisplay;
private const int background_count = 5; private const int background_count = 5;
private string backgroundName => $@"Menu/menu-background-{currentDisplay % background_count + 1}"; private string backgroundName => $@"Menu/menu-background-{currentDisplay % background_count + 1}";
private Background current;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {
@ -27,10 +25,10 @@ namespace osu.Game.Screens.Backgrounds
private void display(Background newBackground) private void display(Background newBackground)
{ {
current?.FadeOut(800, Easing.InOutSine); Background?.FadeOut(800, Easing.InOutSine);
current?.Expire(); Background?.Expire();
Add(current = newBackground); Add(Background = newBackground);
currentDisplay++; currentDisplay++;
} }

View File

@ -0,0 +1,20 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transforms;
using osu.Game.Graphics.Backgrounds;
using OpenTK;
namespace osu.Game.Screens
{
public abstract class BlurrableBackgroundScreen : BackgroundScreen
{
protected Background Background;
protected Vector2 BlurTarget;
public TransformSequence<Background> BlurTo(Vector2 sigma, double duration, Easing easing = Easing.None)
=> Background?.BlurTo(BlurTarget = sigma, duration, easing);
}
}