mirror of
https://github.com/ppy/osu
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0f758ca25f
Closes https://github.com/ppy/osu/issues/9315. Closes https://github.com/ppy/osu/issues/29867. Notably, this does nothing about https://github.com/ppy/osu/issues/25075, but I'm not sure what to do with that one in the first place.
102 lines
3.7 KiB
C#
102 lines
3.7 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Storyboards;
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using osu.Game.Storyboards.Drawables;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A container that handles <see cref="Storyboard"/> loading, as well as applies user-specified visual settings to it.
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/// </summary>
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public partial class DimmableStoryboard : UserDimContainer
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{
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public Container OverlayLayerContainer { get; private set; }
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private readonly Storyboard storyboard;
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private readonly IReadOnlyList<Mod> mods;
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/// <summary>
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/// In certain circumstances, the storyboard cannot be hidden entirely even if it is fully dimmed. Such circumstances include:
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/// <list type="bullet">
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/// <item>
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/// cases where the storyboard has an overlay layer sprite, as it should continue to display fully dimmed
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/// <i>in front of</i> the playfield (https://github.com/ppy/osu/issues/29867),
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/// </item>
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/// <item>
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/// cases where the storyboard includes samples - as they are played back via drawable samples,
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/// they must be present for the playback to occur (https://github.com/ppy/osu/issues/9315).
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/// </item>
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/// </list>
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/// </summary>
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private readonly Lazy<bool> storyboardMustAlwaysBePresent;
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private DrawableStoryboard drawableStoryboard;
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/// <summary>
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/// Whether the storyboard is considered finished.
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/// </summary>
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/// <remarks>
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/// This is true by default in here, until an actual drawable storyboard is loaded, in which case it'll bind to it.
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/// </remarks>
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public IBindable<bool> HasStoryboardEnded = new BindableBool(true);
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public DimmableStoryboard(Storyboard storyboard, IReadOnlyList<Mod> mods)
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{
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this.storyboard = storyboard;
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this.mods = mods;
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storyboardMustAlwaysBePresent = new Lazy<bool>(() => storyboard.GetLayer(@"Overlay").Elements.Any() || storyboard.Layers.Any(l => l.Elements.OfType<StoryboardSampleInfo>().Any()));
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(OverlayLayerContainer = new Container());
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initializeStoryboard(false);
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}
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protected override void LoadComplete()
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{
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ShowStoryboard.BindValueChanged(_ => initializeStoryboard(true), true);
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base.LoadComplete();
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}
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protected override bool ShowDimContent => IgnoreUserSettings.Value || (ShowStoryboard.Value && (DimLevel < 1 || storyboardMustAlwaysBePresent.Value));
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private void initializeStoryboard(bool async)
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{
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if (drawableStoryboard != null)
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return;
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if (!ShowStoryboard.Value && !IgnoreUserSettings.Value)
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return;
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drawableStoryboard = storyboard.CreateDrawable(mods);
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HasStoryboardEnded.BindTo(drawableStoryboard.HasStoryboardEnded);
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if (async)
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LoadComponentAsync(drawableStoryboard, onStoryboardCreated);
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else
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onStoryboardCreated(drawableStoryboard);
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}
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private void onStoryboardCreated(DrawableStoryboard storyboard)
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{
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Add(storyboard);
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OverlayLayerContainer.Add(storyboard.OverlayLayer.CreateProxy());
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}
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}
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}
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