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osu-lazer/osu.Game/Beatmaps/Drawables/DifficultyRetriever.cs

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// 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.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Beatmaps.Drawables
{
/// <summary>
/// A component solely responsible for calculating difficulty in the background.
/// Intended for use with <see cref="DelayedLoadWrapper"/> to only run processing when usage is on-screen.
/// </summary>
public class DifficultyRetriever : Component
{
/// <summary>
/// The bindable star difficulty.
/// </summary>
public IBindable<StarDifficulty> StarDifficulty => starDifficulty;
private readonly Bindable<StarDifficulty> starDifficulty = new Bindable<StarDifficulty>();
private readonly IBeatmapInfo beatmapInfo;
private readonly IRulesetInfo? ruleset;
private readonly IReadOnlyList<Mod>? mods;
private readonly CancellationTokenSource difficultyCancellation = new CancellationTokenSource();
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; } = null!;
/// <summary>
/// Construct a difficulty retriever that tracks the current ruleset / mod selection.
/// </summary>
/// <param name="beatmapInfo">The beatmap to use for calculation.</param>
public DifficultyRetriever(IBeatmapInfo beatmapInfo)
{
this.beatmapInfo = beatmapInfo;
}
/// <summary>
/// Construct a difficulty retriever that is calculated only once for the specified ruleset / mod combination.
/// This will not track global ruleset and mod changes.
/// </summary>
/// <param name="beatmapInfo">The beatmap to use for calculation.</param>
/// <param name="ruleset">The ruleset to use for calculation.</param>
/// <param name="mods">The mods to use for calculation.</param>
public DifficultyRetriever(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset, IReadOnlyList<Mod> mods)
{
this.beatmapInfo = beatmapInfo;
this.ruleset = ruleset;
this.mods = mods;
}
private IBindable<StarDifficulty?> localStarDifficulty = null!;
[BackgroundDependencyLoader]
private void load()
{
localStarDifficulty = ruleset != null
? difficultyCache.GetBindableDifficulty(beatmapInfo, ruleset, mods, difficultyCancellation.Token)
: difficultyCache.GetBindableDifficulty(beatmapInfo, difficultyCancellation.Token);
localStarDifficulty.BindValueChanged(d =>
{
if (d.NewValue is StarDifficulty diff)
starDifficulty.Value = diff;
});
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
difficultyCancellation.Cancel();
}
}
}