Split the blur into world, menu and widget blurs

The world or panorama keeps its animated background blur, while glass
behind menus and behind widgets (buttons, the dock, the account chip)
each get a fixed blur of their own. Glass is left out when its blur is 0.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
2026-09-28 21:35:23 +02:00
co-authored by claude
parent 4d9c629eaf
commit 7bc308155e
10 changed files with 45 additions and 43 deletions
@@ -46,11 +46,11 @@ public abstract class SaturnScreen {
}
/**
* How much to blur the game behind this screen and its glass right now: the
* client's setting, faded in over the screen's first moments.
* How much to blur the game behind this screen right now: the client's
* setting, faded in over the screen's first moments.
*/
public int getBlurRadius() {
if (start == null) {
public int getBackgroundBlur() {
if (!blurBackground || start == null) {
return 0;
}
@@ -58,14 +58,6 @@ public abstract class SaturnScreen {
return Math.round(Config.backgroundBlur.value * Math.min(elapsed / (float) BLUR_FADE_IN, 1f));
}
/**
* How much to blur the whole game behind this screen right now, or 0 when it
* isn't.
*/
public int getBackgroundBlur() {
return blurBackground ? getBlurRadius() : 0;
}
/**
* The GUI scale setting this screen follows; the menu scale unless the
* screen is another kind.