mirror of https://github.com/ppy/osu
110 lines
4.3 KiB
C#
110 lines
4.3 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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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Screens.Play;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// A container that applies user-configured visual settings to its contents.
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/// </summary>
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public abstract partial class UserDimContainer : Container
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{
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/// <summary>
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/// Amount of lightening to apply to current dim level during break times.
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/// </summary>
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public const float BREAK_LIGHTEN_AMOUNT = 0.3f;
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public const double BACKGROUND_FADE_DURATION = 800;
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/// <summary>
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/// Whether or not user-configured settings relating to brightness of elements should be ignored.
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/// </summary>
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/// <remarks>
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/// For best or worst, this also bypasses storyboard disable. Not sure this is correct but leaving it as to not break anything.
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/// </remarks>
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public readonly Bindable<bool> IgnoreUserSettings = new Bindable<bool>();
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/// <summary>
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/// Whether player is in break time.
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/// Must be bound to <see cref="BreakTracker.IsBreakTime"/> to allow for dim adjustments in gameplay.
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/// </summary>
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public readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
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/// <summary>
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/// Whether the content of this container is currently being displayed.
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/// </summary>
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public bool ContentDisplayed { get; private set; }
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protected Bindable<double> UserDimLevel { get; private set; } = null!;
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/// <summary>
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/// The amount of dim to be used when <see cref="IgnoreUserSettings"/> is <c>true</c>.
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/// </summary>
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public Bindable<float> DimWhenUserSettingsIgnored { get; } = new Bindable<float>();
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protected Bindable<bool> LightenDuringBreaks { get; private set; } = null!;
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protected Bindable<bool> ShowStoryboard { get; private set; } = null!;
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private float breakLightening => LightenDuringBreaks.Value && IsBreakTime.Value ? BREAK_LIGHTEN_AMOUNT : 0;
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protected virtual float DimLevel => Math.Max(!IgnoreUserSettings.Value ? (float)UserDimLevel.Value - breakLightening : DimWhenUserSettingsIgnored.Value, 0);
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protected override Container<Drawable> Content => dimContent;
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private Container dimContent { get; }
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/// <summary>
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/// Creates a new <see cref="UserDimContainer"/>.
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/// </summary>
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protected UserDimContainer()
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{
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AddInternal(dimContent = new Container { RelativeSizeAxes = Axes.Both });
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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UserDimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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LightenDuringBreaks = config.GetBindable<bool>(OsuSetting.LightenDuringBreaks);
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ShowStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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UserDimLevel.ValueChanged += _ => UpdateVisuals();
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DimWhenUserSettingsIgnored.ValueChanged += _ => UpdateVisuals();
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LightenDuringBreaks.ValueChanged += _ => UpdateVisuals();
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IsBreakTime.ValueChanged += _ => UpdateVisuals();
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ShowStoryboard.ValueChanged += _ => UpdateVisuals();
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IgnoreUserSettings.ValueChanged += _ => UpdateVisuals();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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UpdateVisuals();
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}
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/// <summary>
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/// Whether the content of this container should currently be visible.
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/// </summary>
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protected virtual bool ShowDimContent => true;
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/// <summary>
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/// Should be invoked when any dependent dim level or user setting is changed and bring the visual state up-to-date.
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/// </summary>
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protected virtual void UpdateVisuals()
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{
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ContentDisplayed = ShowDimContent;
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dimContent.FadeTo(ContentDisplayed ? 1 : 0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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dimContent.FadeColour(OsuColour.Gray(1f - DimLevel), BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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}
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