mirror of https://github.com/ppy/osu
151 lines
5.0 KiB
C#
151 lines
5.0 KiB
C#
// 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.
|
|
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Shaders;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Screens.Menu;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics.UserInterface;
|
|
using IntroSequence = osu.Game.Configuration.IntroSequence;
|
|
|
|
namespace osu.Game.Screens
|
|
{
|
|
public class Loader : StartupScreen
|
|
{
|
|
private bool showDisclaimer;
|
|
|
|
public Loader()
|
|
{
|
|
ValidForResume = false;
|
|
}
|
|
|
|
private OsuScreen loadableScreen;
|
|
private ShaderPrecompiler precompiler;
|
|
|
|
private IntroSequence introSequence;
|
|
private LoadingSpinner spinner;
|
|
private ScheduledDelegate spinnerShow;
|
|
|
|
protected virtual OsuScreen CreateLoadableScreen()
|
|
{
|
|
if (showDisclaimer)
|
|
return new Disclaimer(getIntroSequence());
|
|
|
|
return getIntroSequence();
|
|
}
|
|
|
|
private IntroScreen getIntroSequence()
|
|
{
|
|
if (introSequence == IntroSequence.Random)
|
|
introSequence = (IntroSequence)RNG.Next(0, (int)IntroSequence.Random);
|
|
|
|
switch (introSequence)
|
|
{
|
|
case IntroSequence.Circles:
|
|
return new IntroCircles(createMainMenu);
|
|
|
|
case IntroSequence.Welcome:
|
|
return new IntroWelcome(createMainMenu);
|
|
|
|
default:
|
|
return new IntroTriangles(createMainMenu);
|
|
}
|
|
|
|
MainMenu createMainMenu() => new MainMenu();
|
|
}
|
|
|
|
protected virtual ShaderPrecompiler CreateShaderPrecompiler() => new ShaderPrecompiler();
|
|
|
|
public override void OnEntering(IScreen last)
|
|
{
|
|
base.OnEntering(last);
|
|
|
|
LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal);
|
|
LoadComponentAsync(loadableScreen = CreateLoadableScreen());
|
|
|
|
LoadComponentAsync(spinner = new LoadingSpinner(true, true)
|
|
{
|
|
Anchor = Anchor.BottomRight,
|
|
Origin = Anchor.BottomRight,
|
|
Margin = new MarginPadding(40),
|
|
}, _ =>
|
|
{
|
|
AddInternal(spinner);
|
|
spinnerShow = Scheduler.AddDelayed(spinner.Show, 200);
|
|
});
|
|
|
|
checkIfLoaded();
|
|
}
|
|
|
|
private void checkIfLoaded()
|
|
{
|
|
if (loadableScreen.LoadState != LoadState.Ready || !precompiler.FinishedCompiling)
|
|
{
|
|
Schedule(checkIfLoaded);
|
|
return;
|
|
}
|
|
|
|
spinnerShow?.Cancel();
|
|
|
|
if (spinner.State.Value == Visibility.Visible)
|
|
{
|
|
spinner.Hide();
|
|
Scheduler.AddDelayed(() => this.Push(loadableScreen), LoadingSpinner.TRANSITION_DURATION);
|
|
}
|
|
else
|
|
this.Push(loadableScreen);
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuGameBase game, OsuConfigManager config)
|
|
{
|
|
showDisclaimer = game.IsDeployedBuild;
|
|
introSequence = config.Get<IntroSequence>(OsuSetting.IntroSequence);
|
|
}
|
|
|
|
/// <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
|
|
{
|
|
private readonly List<IShader> loadTargets = new List<IShader>();
|
|
|
|
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));
|
|
}
|
|
|
|
protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// if our target is null we are done.
|
|
if (AllLoaded)
|
|
{
|
|
FinishedCompiling = true;
|
|
Expire();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|