osu/osu.Game/Screens/Loader.cs

148 lines
4.7 KiB
C#
Raw Normal View History

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
2018-04-13 09:19:50 +00:00
2019-09-28 19:10:17 +00:00
using System;
2018-04-13 09:19:50 +00:00
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shaders;
using osu.Game.Screens.Menu;
2018-11-20 07:51:59 +00:00
using osuTK;
2018-04-13 09:19:50 +00:00
using osu.Framework.Screens;
2019-08-09 11:05:28 +00:00
using osu.Game.Configuration;
using IntroSequence = osu.Game.Configuration.IntroSequence;
2018-04-13 09:19:50 +00:00
namespace osu.Game.Screens
{
public class Loader : StartupScreen
2018-04-13 09:19:50 +00:00
{
private bool showDisclaimer;
public Loader()
{
ValidForResume = false;
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
2018-05-31 08:14:47 +00:00
logo.BeatMatching = false;
2018-04-13 09:19:50 +00:00
logo.Triangles = false;
2019-03-27 13:27:53 +00:00
logo.RelativePositionAxes = Axes.None;
2018-04-13 09:19:50 +00:00
logo.Origin = Anchor.BottomRight;
logo.Anchor = Anchor.BottomRight;
logo.Position = new Vector2(-40);
logo.Scale = new Vector2(0.2f);
logo.Delay(500).FadeInFromZero(1000, Easing.OutQuint);
}
protected override void LogoSuspending(OsuLogo logo)
{
base.LogoSuspending(logo);
logo.FadeOut(logo.Alpha * 400);
2018-04-13 09:19:50 +00:00
}
2018-05-31 11:07:44 +00:00
private OsuScreen loadableScreen;
2018-04-13 09:19:50 +00:00
private ShaderPrecompiler precompiler;
2019-08-09 11:05:28 +00:00
private IntroSequence introSequence;
2019-07-09 09:06:49 +00:00
protected virtual OsuScreen CreateLoadableScreen()
{
if (showDisclaimer)
return new Disclaimer(getIntroSequence());
return getIntroSequence();
}
2019-08-09 11:05:28 +00:00
private IntroScreen getIntroSequence()
2019-09-28 19:34:09 +00:00
{
2019-08-09 11:05:28 +00:00
switch (introSequence)
{
2019-09-28 19:10:17 +00:00
case IntroSequence.Random:
2019-09-28 19:35:47 +00:00
var random = new Random();
2019-09-28 19:10:17 +00:00
if (random.Next(2) == 0)
return new IntroCircles();
else
return new IntroTriangles();
2019-08-09 11:05:28 +00:00
case IntroSequence.Circles:
return new IntroCircles();
default:
return new IntroTriangles();
}
}
2018-05-31 08:29:59 +00:00
2018-05-31 11:07:44 +00:00
protected virtual ShaderPrecompiler CreateShaderPrecompiler() => new ShaderPrecompiler();
2019-01-23 11:52:00 +00:00
public override void OnEntering(IScreen last)
2018-04-13 09:19:50 +00:00
{
base.OnEntering(last);
2019-01-23 11:52:00 +00:00
LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal);
2018-05-31 11:07:44 +00:00
LoadComponentAsync(loadableScreen = CreateLoadableScreen());
checkIfLoaded();
2018-04-13 09:19:50 +00:00
}
2018-05-31 11:07:44 +00:00
private void checkIfLoaded()
2018-04-13 09:19:50 +00:00
{
2018-05-31 11:07:44 +00:00
if (loadableScreen.LoadState != LoadState.Ready || !precompiler.FinishedCompiling)
{
Schedule(checkIfLoaded);
2018-04-13 09:19:50 +00:00
return;
2018-05-31 11:07:44 +00:00
}
2018-04-13 09:19:50 +00:00
2019-01-23 11:52:00 +00:00
this.Push(loadableScreen);
2018-04-13 09:19:50 +00:00
}
[BackgroundDependencyLoader]
2019-08-09 11:05:28 +00:00
private void load(OsuGameBase game, OsuConfigManager config)
2018-04-13 09:19:50 +00:00
{
showDisclaimer = game.IsDeployedBuild;
2019-08-09 11:05:28 +00:00
introSequence = config.Get<IntroSequence>(OsuSetting.IntroSequence);
2018-04-13 09:19:50 +00:00
}
/// <summary>
/// Compiles a set of shaders before continuing. Attempts to draw some frames between compilation by limiting to one compile per draw frame.
/// </summary>
public class ShaderPrecompiler : Drawable
{
2019-03-07 09:30:18 +00:00
private readonly List<IShader> loadTargets = new List<IShader>();
2018-04-13 09:19:50 +00:00
public bool FinishedCompiling { get; private set; }
[BackgroundDependencyLoader]
private void load(ShaderManager manager)
{
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
}
2019-03-07 09:30:18 +00:00
protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
2018-05-31 11:07:44 +00:00
2018-04-13 09:19:50 +00:00
protected override void Update()
{
base.Update();
// if our target is null we are done.
2018-05-31 11:07:44 +00:00
if (AllLoaded)
2018-04-13 09:19:50 +00:00
{
FinishedCompiling = true;
Expire();
}
}
}
}
}