1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-30 13:32:55 +08:00
osu-lazer/osu.Game.Tournament/Components/TourneyVideo.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

85 lines
2.5 KiB
C#
Raw Normal View History

// 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Video;
using osu.Framework.Timing;
using osu.Game.Graphics;
using osu.Game.Tournament.IO;
namespace osu.Game.Tournament.Components
{
public class TourneyVideo : CompositeDrawable
{
private readonly string filename;
private readonly bool drawFallbackGradient;
private Video video;
private ManualClock manualClock;
public TourneyVideo(string filename, bool drawFallbackGradient = false)
{
this.filename = filename;
this.drawFallbackGradient = drawFallbackGradient;
}
[BackgroundDependencyLoader]
private void load(TournamentVideoResourceStore storage)
{
var stream = storage.GetStream(filename);
if (stream != null)
{
InternalChild = video = new Video(stream, false)
{
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Clock = new FramedClock(manualClock = new ManualClock()),
Loop = loop,
};
}
else if (drawFallbackGradient)
2019-11-11 19:53:22 +08:00
{
InternalChild = new Box
{
Colour = ColourInfo.GradientVertical(OsuColour.Gray(0.3f), OsuColour.Gray(0.6f)),
RelativeSizeAxes = Axes.Both,
};
2019-11-11 19:53:22 +08:00
}
}
private bool loop;
public bool Loop
{
set
{
loop = value;
if (video != null)
video.Loop = value;
}
}
2020-03-09 18:07:44 +08:00
public void Reset()
{
if (manualClock != null)
manualClock.CurrentTime = 0;
}
protected override void Update()
{
base.Update();
if (manualClock != null && Clock.ElapsedFrameTime < 100)
{
// we want to avoid seeking as much as possible, because we care about performance, not sync.
// to avoid seeking completely, we only increment out local clock when in an updating state.
manualClock.CurrentTime += Clock.ElapsedFrameTime;
}
}
}
}