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osu-lazer/osu.Game/Beatmaps/Drawables/UpdateableBeatmapBackgroundSprite.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.
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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;
using osu.Framework.Graphics.Containers;
namespace osu.Game.Beatmaps.Drawables
{
/// <summary>
/// Display a beatmap background from a local source, but fallback to online source if not available.
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/// </summary>
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public partial class UpdateableBeatmapBackgroundSprite : ModelBackedDrawable<IBeatmapInfo>
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{
public readonly Bindable<IBeatmapInfo> Beatmap = new Bindable<IBeatmapInfo>();
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protected override double LoadDelay => 500;
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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private readonly BeatmapSetCoverType beatmapSetCoverType;
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public UpdateableBeatmapBackgroundSprite(BeatmapSetCoverType beatmapSetCoverType = BeatmapSetCoverType.Cover)
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{
Beatmap.BindValueChanged(b => Model = b.NewValue);
this.beatmapSetCoverType = beatmapSetCoverType;
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}
/// <summary>
/// Delay before the background is unloaded while off-screen.
/// </summary>
protected virtual double UnloadDelay => 10000;
protected override DelayedLoadWrapper CreateDelayedLoadWrapper(Func<Drawable> createContentFunc, double timeBeforeLoad) =>
new DelayedLoadUnloadWrapper(createContentFunc, timeBeforeLoad, UnloadDelay) { RelativeSizeAxes = Axes.Both };
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protected override double TransformDuration => 400;
protected override Drawable CreateDrawable(IBeatmapInfo? model)
{
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var drawable = getDrawableForModel(model);
drawable.RelativeSizeAxes = Axes.Both;
drawable.Anchor = Anchor.Centre;
drawable.Origin = Anchor.Centre;
drawable.FillMode = FillMode.Fill;
return drawable;
}
private Drawable getDrawableForModel(IBeatmapInfo? model)
{
// prefer online cover where available.
if (model?.BeatmapSet is IBeatmapSetOnlineInfo online)
return new OnlineBeatmapSetCover(online, beatmapSetCoverType);
if (model is BeatmapInfo localModel)
return new BeatmapBackgroundSprite(beatmaps.GetWorkingBeatmap(localModel));
return new BeatmapBackgroundSprite(beatmaps.DefaultBeatmap);
}
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}
}