Move user blurring into VIsualSettingsContainer

This commit is contained in:
David Zhao 2019-03-13 16:47:03 +09:00
parent 13f84e8d50
commit de6d8fc637
8 changed files with 107 additions and 128 deletions

View File

@ -43,13 +43,13 @@ namespace osu.Game.Tests.Visual
typeof(ScreenWithBeatmapBackground),
typeof(PlayerLoader),
typeof(Player),
typeof(UserDimContainer),
typeof(VisualSettingsContainer),
typeof(OsuScreen)
};
private DummySongSelect songSelect;
private DimAccessiblePlayerLoader playerLoader;
private DimAccessiblePlayer player;
private TestPlayerLoader playerLoader;
private TestPlayer player;
private DatabaseContextFactory factory;
private BeatmapManager manager;
private RulesetStore rulesets;
@ -91,13 +91,13 @@ namespace osu.Game.Tests.Visual
}
/// <summary>
/// Check if <see cref="PlayerLoader"/> properly triggers background dim previews when a user hovers over the visual settings panel.
/// Check if <see cref="PlayerLoader"/> properly triggers the visual settings preview when a user hovers over the visual settings panel.
/// </summary>
[Test]
public void PlayerLoaderSettingsHoverTest()
{
setupUserSettings();
AddStep("Start player loader", () => songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer())));
AddStep("Start player loader", () => songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer())));
AddUntilStep(() => playerLoader?.IsLoaded ?? false, "Wait for Player Loader to load");
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
AddStep("Trigger background preview", () =>
@ -106,16 +106,16 @@ namespace osu.Game.Tests.Visual
InputManager.MoveMouseTo(playerLoader.VisualSettingsPos);
});
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Stop background preview", () => InputManager.MoveMouseTo(playerLoader.ScreenPos));
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
}
/// <summary>
/// In the case of a user triggering the dim preview the instant player gets loaded, then moving the cursor off of the visual settings:
/// The OnHover of PlayerLoader will trigger, which could potentially trigger an undim unless checked for in PlayerLoader.
/// We need to check that in this scenario, the dim is still properly applied after entering player.
/// The OnHover of PlayerLoader will trigger, which could potentially cause visual settings to be unapplied unless checked for in PlayerLoader.
/// We need to check that in this scenario, the dim and blur is still properly applied after entering player.
/// </summary>
[Test]
public void PlayerLoaderTransitionTest()
@ -124,7 +124,7 @@ namespace osu.Game.Tests.Visual
AddStep("Trigger hover event", () => playerLoader.TriggerOnHover());
AddAssert("Background retained from song select", () => songSelect.IsBackgroundCurrent());
waitForDim();
AddAssert("Screen is dimmed and unblurred", () => songSelect.IsBackgroundDimmed() && songSelect.IsBackgroundUnblurred());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
}
/// <summary>
@ -165,24 +165,24 @@ namespace osu.Game.Tests.Visual
}
/// <summary>
/// Check if the <see cref="UserDimContainer"/> is properly accepting user dim changes at all.
/// Check if the <see cref="VisualSettingsContainer"/> is properly accepting user-defined visual changes at all.
/// </summary>
[Test]
public void DisableUserDimTest()
{
performFullSetup();
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("EnableUserDim disabled", () => songSelect.DimEnabled.Value = false);
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
AddStep("EnableUserDim enabled", () => songSelect.DimEnabled.Value = true);
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
}
/// <summary>
/// Check if the fade container retains dim when pausing
/// Check if the visual settings container retains dim and blur when pausing
/// </summary>
[Test]
public void PauseTest()
@ -190,14 +190,14 @@ namespace osu.Game.Tests.Visual
performFullSetup(true);
AddStep("Pause", () => player.CurrentPausableGameplayContainer.Pause());
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
AddStep("Unpause", () => player.CurrentPausableGameplayContainer.Resume());
waitForDim();
AddAssert("Screen is dimmed", () => songSelect.IsBackgroundDimmed());
AddAssert("Screen is dimmed and blur applied", () => songSelect.IsBackgroundDimmed() && songSelect.IsUserBlurApplied());
}
/// <summary>
/// Check if the fade container removes user dim when suspending <see cref="Player"/> for <see cref="SoloResults"/>
/// Check if the visual settings container removes user dim when suspending <see cref="Player"/> for <see cref="SoloResults"/>
/// </summary>
[Test]
public void TransitionTest()
@ -205,11 +205,12 @@ namespace osu.Game.Tests.Visual
performFullSetup();
AddStep("Transition to Results", () => player.Push(new FadeAccessibleResults(new ScoreInfo { User = new User { Username = "osu!" } })));
waitForDim();
AddAssert("Screen is undimmed and is original background", () => songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent());
AddAssert("Screen is undimmed, original background retained", () =>
songSelect.IsBackgroundUndimmed() && songSelect.IsBackgroundCurrent() && songSelect.IsUserBlurDisabled());
}
/// <summary>
/// Check if background gets undimmed when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
/// Check if background gets undimmed and unblurred when leaving <see cref="Player"/> for <see cref="PlaySongSelect"/>
/// </summary>
[Test]
public void TransitionOutTest()
@ -217,7 +218,7 @@ namespace osu.Game.Tests.Visual
performFullSetup();
AddStep("Exit to song select", () => player.Exit());
waitForDim();
AddAssert("Screen is undimmed", () => songSelect.IsBackgroundUndimmed());
AddAssert("Screen is undimmed and user blur removed", () => songSelect.IsBackgroundUndimmed() && songSelect.IsUserBlurDisabled());
}
private void waitForDim() => AddWaitStep(5, "Wait for dim");
@ -243,7 +244,7 @@ namespace osu.Game.Tests.Visual
AddStep("Start player loader", () =>
{
songSelect.Push(playerLoader = new DimAccessiblePlayerLoader(player = new DimAccessiblePlayer
songSelect.Push(playerLoader = new TestPlayerLoader(player = new TestPlayer
{
AllowPause = allowPause,
Ready = true,
@ -261,7 +262,7 @@ namespace osu.Game.Tests.Visual
{
Beatmap.Value.Mods.Value = Beatmap.Value.Mods.Value.Concat(new[] { new OsuModNoFail() });
songSelect.DimLevel.Value = 0.7f;
songSelect.BlurLevel.Value = 0.0f;
songSelect.BlurLevel.Value = 0.4f;
});
}
@ -270,7 +271,7 @@ namespace osu.Game.Tests.Visual
protected override BackgroundScreen CreateBackground()
{
FadeAccessibleBackground background = new FadeAccessibleBackground(Beatmap.Value);
DimEnabled.BindTo(background.EnableUserDim);
DimEnabled.BindTo(background.EnableVisualSettings);
return background;
}
@ -289,10 +290,12 @@ namespace osu.Game.Tests.Visual
public bool IsBackgroundDimmed() => ((FadeAccessibleBackground)Background).CurrentColour == OsuColour.Gray(1 - (float)DimLevel.Value);
public bool IsBackgroundUnblurred() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White;
public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * 25);
public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0);
public bool IsBackgroundInvisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 0;
public bool IsBackgroundVisible() => ((FadeAccessibleBackground)Background).CurrentAlpha == 1;
@ -314,23 +317,23 @@ namespace osu.Game.Tests.Visual
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
}
private class DimAccessiblePlayer : Player
private class TestPlayer : Player
{
protected override BackgroundScreen CreateBackground() => new FadeAccessibleBackground(Beatmap.Value);
protected override UserDimContainer CreateStoryboardContainer()
protected override VisualSettingsContainer CreateStoryboardContainer()
{
return new TestUserDimContainer(true)
return new TestVisualSettingsContainer(true)
{
RelativeSizeAxes = Axes.Both,
Alpha = 1,
EnableUserDim = { Value = true }
EnableVisualSettings = { Value = true }
};
}
public PausableGameplayContainer CurrentPausableGameplayContainer => PausableGameplayContainer;
public UserDimContainer CurrentStoryboardContainer => StoryboardContainer;
public VisualSettingsContainer CurrentStoryboardContainer => StoryboardContainer;
// Whether or not the player should be allowed to load.
public bool Ready;
@ -339,9 +342,9 @@ namespace osu.Game.Tests.Visual
public readonly Bindable<bool> ReplacesBackground = new Bindable<bool>();
public readonly Bindable<bool> IsPaused = new Bindable<bool>();
public bool IsStoryboardVisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha == 1;
public bool IsStoryboardVisible() => ((TestVisualSettingsContainer)CurrentStoryboardContainer).CurrentAlpha == 1;
public bool IsStoryboardInvisible() => ((TestUserDimContainer)CurrentStoryboardContainer).CurrentAlpha <= 1;
public bool IsStoryboardInvisible() => ((TestVisualSettingsContainer)CurrentStoryboardContainer).CurrentAlpha <= 1;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
@ -368,12 +371,12 @@ namespace osu.Game.Tests.Visual
}
}
private class DimAccessiblePlayerLoader : PlayerLoader
private class TestPlayerLoader : PlayerLoader
{
public VisualSettings VisualSettingsPos => VisualSettings;
public BackgroundScreen ScreenPos => Background;
public DimAccessiblePlayerLoader(Player player)
public TestPlayerLoader(Player player)
: base(() => player)
{
}
@ -385,14 +388,15 @@ namespace osu.Game.Tests.Visual
private class FadeAccessibleBackground : BackgroundScreenBeatmap
{
protected override UserDimContainer CreateFadeContainer() => fadeContainer = new TestUserDimContainer { RelativeSizeAxes = Axes.Both };
protected override VisualSettingsContainer CreateFadeContainer() => fadeContainer = new TestVisualSettingsContainer { RelativeSizeAxes = Axes.Both };
public Color4 CurrentColour => fadeContainer.CurrentColour;
public float CurrentAlpha => fadeContainer.CurrentAlpha;
public Vector2 CurrentBlur => Background.BlurSigma;
public Vector2 CurrentBlur => fadeContainer.CurrentBlur;
private TestUserDimContainer fadeContainer;
private TestVisualSettingsContainer fadeContainer;
public FadeAccessibleBackground(WorkingBeatmap beatmap)
: base(beatmap)
@ -400,12 +404,14 @@ namespace osu.Game.Tests.Visual
}
}
private class TestUserDimContainer : UserDimContainer
private class TestVisualSettingsContainer : VisualSettingsContainer
{
public Color4 CurrentColour => DimContainer.Colour;
public float CurrentAlpha => DimContainer.Alpha;
public Color4 CurrentColour => LocalContainer.Colour;
public float CurrentAlpha => LocalContainer.Alpha;
public TestUserDimContainer(bool isStoryboard = false)
public Vector2 CurrentBlur => LocalContainer.BlurSigma;
public TestVisualSettingsContainer(bool isStoryboard = false)
: base(isStoryboard)
{
}

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@ -6,83 +6,93 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Graphics.Containers
{
/// <summary>
/// A container that applies user-configured dim levels to its contents.
/// A container that applies user-configured visual settings to its contents.
/// This container specifies behavior that applies to both Storyboards and Backgrounds.
/// </summary>
public class UserDimContainer : Container
public class VisualSettingsContainer : Container
{
private const float background_fade_duration = 800;
private Bindable<double> dimLevel { get; set; }
private Bindable<double> blurLevel { get; set; }
private Bindable<bool> showStoryboard { get; set; }
/// <summary>
/// Whether or not user-configured dim levels should be applied to the container.
/// </summary>
public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
public readonly Bindable<bool> EnableVisualSettings = new Bindable<bool>();
/// <summary>
/// Whether or not the storyboard loaded should completely hide the background behind it.
/// </summary>
public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
protected Container DimContainer { get; }
protected BufferedContainer LocalContainer { get; }
protected override Container<Drawable> Content => DimContainer;
protected override Container<Drawable> Content => LocalContainer;
private readonly bool isStoryboard;
private Vector2 returnBlur;
/// <summary>
/// Creates a new <see cref="UserDimContainer"/>.
/// Creates a new <see cref="VisualSettingsContainer"/>.
/// </summary>
/// <param name="isStoryboard"> Whether or not this instance of UserDimContainer contains a storyboard.
/// <param name="isStoryboard"> Whether or not this instance contains a storyboard.
/// <remarks>
/// While both backgrounds and storyboards allow user dim levels to be applied, storyboards can be toggled via <see cref="showStoryboard"/>
/// and can cause backgrounds to become hidden via <see cref="StoryboardReplacesBackground"/>.
/// and can cause backgrounds to become hidden via <see cref="StoryboardReplacesBackground"/>. Storyboards are also currently unable to be blurred.
/// </remarks>
/// </param>
public UserDimContainer(bool isStoryboard = false)
public VisualSettingsContainer(bool isStoryboard = false)
{
this.isStoryboard = isStoryboard;
AddInternal(DimContainer = new Container { RelativeSizeAxes = Axes.Both });
AddInternal(LocalContainer = new BufferedContainer { RelativeSizeAxes = Axes.Both });
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
blurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
EnableUserDim.ValueChanged += _ => updateBackgroundDim();
dimLevel.ValueChanged += _ => updateBackgroundDim();
showStoryboard.ValueChanged += _ => updateBackgroundDim();
StoryboardReplacesBackground.ValueChanged += _ => updateBackgroundDim();
EnableVisualSettings.ValueChanged += _ => updateVisuals();
dimLevel.ValueChanged += _ => updateVisuals();
blurLevel.ValueChanged += _ => updateVisuals();
showStoryboard.ValueChanged += _ => updateVisuals();
StoryboardReplacesBackground.ValueChanged += _ => updateVisuals();
}
protected override void LoadComplete()
{
base.LoadComplete();
updateBackgroundDim();
updateVisuals();
}
private void updateBackgroundDim()
private void updateVisuals()
{
if (isStoryboard)
{
DimContainer.FadeTo(!showStoryboard.Value || dimLevel.Value == 1 ? 0 : 1, background_fade_duration, Easing.OutQuint);
LocalContainer.FadeTo(!showStoryboard.Value || dimLevel.Value == 1 ? 0 : 1, background_fade_duration, Easing.OutQuint);
}
else
{
// The background needs to be hidden in the case of it being replaced by the storyboard
DimContainer.FadeTo(showStoryboard.Value && StoryboardReplacesBackground.Value ? 0 : 1, background_fade_duration, Easing.OutQuint);
LocalContainer.FadeTo(showStoryboard.Value && StoryboardReplacesBackground.Value ? 0 : 1, background_fade_duration, Easing.OutQuint);
// Only blur if this container contains a background
LocalContainer.BlurTo(EnableVisualSettings.Value ? new Vector2((float)blurLevel.Value * 25) : new Vector2(0), background_fade_duration, Easing.OutQuint);
}
DimContainer.FadeColour(EnableUserDim.Value ? OsuColour.Gray(1 - (float)dimLevel.Value) : Color4.White, background_fade_duration, Easing.OutQuint);
LocalContainer.FadeColour(EnableVisualSettings.Value ? OsuColour.Gray(1 - (float)dimLevel.Value) : Color4.White, background_fade_duration, Easing.OutQuint);
}
}
}

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@ -8,6 +8,7 @@ using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
using osuTK;
namespace osu.Game.Screens.Backgrounds
{
@ -18,13 +19,13 @@ namespace osu.Game.Screens.Backgrounds
/// <summary>
/// Whether or not user dim settings should be applied to this Background.
/// </summary>
public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
public readonly Bindable<bool> EnableVisualSettings = new Bindable<bool>();
public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
private readonly UserDimContainer fadeContainer;
private readonly VisualSettingsContainer fadeContainer;
protected virtual UserDimContainer CreateFadeContainer() => new UserDimContainer { RelativeSizeAxes = Axes.Both };
protected virtual VisualSettingsContainer CreateFadeContainer() => new VisualSettingsContainer { RelativeSizeAxes = Axes.Both };
public virtual WorkingBeatmap Beatmap
{
@ -62,7 +63,7 @@ namespace osu.Game.Screens.Backgrounds
{
Beatmap = beatmap;
InternalChild = fadeContainer = CreateFadeContainer();
fadeContainer.EnableUserDim.BindTo(EnableUserDim);
fadeContainer.EnableVisualSettings.BindTo(EnableVisualSettings);
}
public override bool Equals(BackgroundScreen other)

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@ -71,13 +71,13 @@ namespace osu.Game.Screens.Play
private FailOverlay failOverlay;
private DrawableStoryboard storyboard;
protected UserDimContainer StoryboardContainer { get; private set; }
protected VisualSettingsContainer StoryboardContainer { get; private set; }
protected virtual UserDimContainer CreateStoryboardContainer() => new UserDimContainer(true)
protected virtual VisualSettingsContainer CreateStoryboardContainer() => new VisualSettingsContainer(true)
{
RelativeSizeAxes = Axes.Both,
Alpha = 1,
EnableUserDim = { Value = true }
EnableVisualSettings = { Value = true }
};
public bool LoadedBeatmapSuccessfully => RulesetContainer?.Objects.Any() == true;
@ -318,7 +318,7 @@ namespace osu.Game.Screens.Play
if (enabled.NewValue) initializeStoryboard(true);
};
Background.EnableUserDim.Value = true;
Background.EnableVisualSettings.Value = true;
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
StoryboardContainer.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
@ -365,7 +365,7 @@ namespace osu.Game.Screens.Play
float fadeOutDuration = instant ? 0 : 250;
this.FadeOut(fadeOutDuration);
Background.EnableUserDim.Value = false;
Background.EnableVisualSettings.Value = false;
storyboardReplacesBackground.Value = false;
}

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@ -26,8 +26,9 @@ namespace osu.Game.Screens.Play
{
public class PlayerLoader : ScreenWithBeatmapBackground
{
protected static readonly Vector2 BACKGROUND_BLUR = new Vector2(15);
private readonly Func<Player> createPlayer;
private static readonly Vector2 background_blur = new Vector2(15);
private Player player;
@ -118,12 +119,16 @@ namespace osu.Game.Screens.Play
private void contentIn()
{
Background?.BlurTo(BACKGROUND_BLUR, 800, Easing.OutQuint);
content.ScaleTo(1, 650, Easing.OutQuint);
content.FadeInFromZero(400);
}
private void contentOut()
{
Background?.BlurTo(new Vector2(0), 800, Easing.OutQuint);
content.ScaleTo(0.7f, 300, Easing.InQuint);
content.FadeOut(250);
}
@ -133,6 +138,7 @@ namespace osu.Game.Screens.Play
base.OnEntering(last);
content.ScaleTo(0.7f);
Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
contentIn();
@ -158,11 +164,10 @@ namespace osu.Game.Screens.Play
protected override bool OnHover(HoverEvent e)
{
// restore our screen defaults
if (this.IsCurrentScreen())
{
InitializeBackgroundElements();
Background.EnableUserDim.Value = false;
Background.BlurTo(BACKGROUND_BLUR, 800, Easing.OutQuint);
Background.EnableVisualSettings.Value = false;
}
return base.OnHover(e);
@ -172,22 +177,16 @@ namespace osu.Game.Screens.Play
{
if (GetContainingInputManager()?.HoveredDrawables.Contains(VisualSettings) == true)
{
// Update background elements is only being called here because blur logic still exists in Player.
// Will need to be removed when resolving https://github.com/ppy/osu/issues/4322
UpdateBackgroundElements();
if (this.IsCurrentScreen())
Background.EnableUserDim.Value = true;
if (this.IsCurrentScreen() && Background != null)
{
Background.BlurTo(new Vector2(0), 800, Easing.OutQuint);
Background.EnableVisualSettings.Value = true;
}
}
base.OnHoverLost(e);
}
protected override void InitializeBackgroundElements()
{
Background?.FadeColour(Color4.White, BACKGROUND_FADE_DURATION, Easing.OutQuint);
Background?.BlurTo(background_blur, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
private void pushWhenLoaded()
{
if (!this.IsCurrentScreen()) return;
@ -250,7 +249,7 @@ namespace osu.Game.Screens.Play
this.FadeOut(150);
cancelLoad();
Background.EnableUserDim.Value = false;
Background.EnableVisualSettings.Value = false;
return base.OnExiting(next);
}

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@ -17,49 +17,12 @@ namespace osu.Game.Screens.Play
protected new BackgroundScreenBeatmap Background => (BackgroundScreenBeatmap)base.Background;
protected const float BACKGROUND_FADE_DURATION = 800;
#region User Settings
protected Bindable<double> BlurLevel;
protected Bindable<bool> ShowStoryboard;
#endregion
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
BlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
ShowStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
}
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
BlurLevel.ValueChanged += _ => UpdateBackgroundElements();
InitializeBackgroundElements();
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
InitializeBackgroundElements();
}
/// <summary>
/// Called once on entering screen. By Default, performs a full <see cref="UpdateBackgroundElements"/> call.
/// </summary>
protected virtual void InitializeBackgroundElements() => UpdateBackgroundElements();
/// <summary>
/// Called when background elements require updates, usually due to a user changing a setting.
/// </summary>
/// <param name="userChange"></param>
protected virtual void UpdateBackgroundElements()
{
if (!this.IsCurrentScreen()) return;
Background?.BlurTo(new Vector2((float)BlurLevel.Value * 25), BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
}
}

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@ -24,6 +24,8 @@ namespace osu.Game.Screens.Ranking
{
public abstract class Results : OsuScreen
{
protected static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
private Container circleOuterBackground;
private Container circleOuter;
private Container circleInner;
@ -38,8 +40,6 @@ namespace osu.Game.Screens.Ranking
private Container currentPage;
private static readonly Vector2 background_blur = new Vector2(20);
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
private const float overscan = 1.3f;
@ -58,7 +58,7 @@ namespace osu.Game.Screens.Ranking
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
(Background as BackgroundScreenBeatmap)?.BlurTo(background_blur, 2500, Easing.OutQuint);
(Background as BackgroundScreenBeatmap)?.BlurTo(BACKGROUND_BLUR, 2500, Easing.OutQuint);
Background.ScaleTo(1.1f, transition_time, Easing.OutQuint);
allCircles.ForEach(c =>

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@ -37,8 +37,8 @@ namespace osu.Game.Screens.Select
{
public abstract class SongSelect : OsuScreen
{
protected static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 245);
private static readonly Vector2 background_blur = new Vector2(20);
private const float left_area_padding = 20;
public readonly FilterControl FilterControl;
@ -556,7 +556,7 @@ namespace osu.Game.Screens.Select
if (Background is BackgroundScreenBeatmap backgroundModeBeatmap)
{
backgroundModeBeatmap.Beatmap = beatmap;
backgroundModeBeatmap.BlurTo(background_blur, 750, Easing.OutQuint);
backgroundModeBeatmap.BlurTo(BACKGROUND_BLUR, 750, Easing.OutQuint);
backgroundModeBeatmap.FadeColour(Color4.White, 250);
}