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70 lines
2.5 KiB
C#
70 lines
2.5 KiB
C#
// 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;
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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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using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Graphics.Containers
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{
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public class DimmableBackgroundContainer : UserDimContainer
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{
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/// <summary>
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/// The amount of blur to be applied to the background in addition to user-specified blur.
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/// </summary>
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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 readonly Bindable<float> BlurAmount = new Bindable<float>();
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public Background Background
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{
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get => background;
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set
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{
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base.Add(background = value);
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background.BlurTo(blurTarget, 0, Easing.OutQuint);
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}
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}
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private Bindable<double> userBlurLevel { get; set; }
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private Background background;
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public override void Add(Drawable drawable)
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{
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if (drawable is Background)
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throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
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base.Add(drawable);
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}
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/// <summary>
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/// As an optimisation, we add the two blur portions to be applied rather than actually applying two separate blurs.
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/// </summary>
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private Vector2 blurTarget => EnableUserDim.Value
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? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * 25)
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: new Vector2(BlurAmount.Value);
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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BlurAmount.ValueChanged += _ => UpdateVisuals();
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userBlurLevel.ValueChanged += _ => UpdateVisuals();
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}
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protected override void ApplyFade()
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{
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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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Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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}
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