Add loading screen.

This commit is contained in:
Dean Herbert
2017-02-22 21:43:29 +09:00
parent 202976c0c3
commit aef0eb49a1
7 changed files with 247 additions and 34 deletions

View File

@ -54,32 +54,10 @@ namespace osu.Game.Screens.Select
private Footer footer;
Player player;
OsuScreen player;
FilterControl filter;
private void start()
{
if (player != null || Beatmap == null)
return;
//in the future we may want to move this logic to a PlayerLoader gamemode or similar, so we can rely on the SongSelect transition
//and provide a better loading experience (at the moment song select is still accepting input during preload).
player = new Player
{
BeatmapInfo = carousel.SelectedGroup.SelectedPanel.Beatmap,
PreferredPlayMode = playMode.Value
};
player.Preload(Game, delegate
{
if (!Push(player))
{
player = null;
//error occured?
}
});
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapDatabase beatmaps, AudioManager audio, BaseGame game,
OsuGame osuGame, OsuColour colours)
@ -132,10 +110,20 @@ namespace osu.Game.Screens.Select
Right = 20,
},
},
footer = new Footer()
footer = new Footer
{
OnBack = Exit,
OnStart = start,
OnStart = () =>
{
if (player != null || Beatmap == null)
return;
(player = new PlayerLoader(new Player
{
BeatmapInfo = carousel.SelectedGroup.SelectedPanel.Beatmap,
PreferredPlayMode = playMode.Value
})).Preload(Game, l => Push(player));
}
}
};
@ -276,6 +264,7 @@ namespace osu.Game.Screens.Select
{
backgroundModeBeatmap.Beatmap = beatmap;
backgroundModeBeatmap.BlurTo(background_blur, 1000);
backgroundModeBeatmap.FadeTo(1, 250);
}
if (beatmap != null)
@ -346,7 +335,7 @@ namespace osu.Game.Screens.Select
var group = new BeatmapGroup(beatmap)
{
SelectionChanged = selectionChanged,
StartRequested = b => start()
StartRequested = b => footer.StartButton.TriggerClick()
};
//for the time being, let's completely load the difficulty panels in the background.
@ -382,7 +371,7 @@ namespace osu.Game.Screens.Select
switch (args.Key)
{
case Key.Enter:
start();
footer.StartButton.TriggerClick();
return true;
}