osu/osu.Game/Screens/Loader.cs

153 lines
5.5 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.
#nullable disable
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 partial class Loader : StartupScreen
{
public Loader()
{
ValidForResume = false;
}
private OsuScreen loadableScreen;
private ShaderPrecompiler precompiler;
private IntroSequence introSequence;
private LoadingSpinner spinner;
private ScheduledDelegate spinnerShow;
protected virtual OsuScreen CreateLoadableScreen() => 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(ScreenTransitionEvent e)
{
base.OnEntering(e);
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(OsuConfigManager config)
{
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 partial 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));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"TriangleBorder"));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"FastCircle"));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"CircularProgress"));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"ArgonBarPath"));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"ArgonBarPathBackground"));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"SaturationSelectorBackground"));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"HueSelectorBackground"));
loadTargets.Add(manager.Load(@"LogoAnimation", @"LogoAnimation"));
// Ruleset local shader usage (should probably move somewhere else).
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"SpinnerGlow"));
loadTargets.Add(manager.Load(@"CursorTrail", 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();
}
}
}
}
}