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osu-lazer/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
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namespace osu.Game.Screens.Backgrounds
{
public class BackgroundScreenBeatmap : BlurrableBackgroundScreen
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{
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private WorkingBeatmap beatmap;
/// <summary>
/// Whether or not user dim settings should be applied to this Background.
/// </summary>
public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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private readonly UserDimContainer fadeContainer;
protected virtual UserDimContainer CreateFadeContainer() => new UserDimContainer { RelativeSizeAxes = Axes.Both };
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public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{
Beatmap = beatmap;
InternalChild = fadeContainer = CreateFadeContainer();
fadeContainer.EnableUserDim.BindTo(EnableUserDim);
}
[BackgroundDependencyLoader]
private void load()
{
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backgroundLoaded(new BeatmapBackground(beatmap));
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}
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public WorkingBeatmap Beatmap
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{
get => beatmap;
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set
{
if (beatmap == value && beatmap != null)
return;
beatmap = value;
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// load will be completed in async load.
if (LoadState < LoadState.Ready) return;
Schedule(() => { LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() => backgroundLoaded(b))); });
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}
}
private void backgroundLoaded(BeatmapBackground b)
{
float newDepth = 0;
if (Background != null)
{
newDepth = Background.Depth + 1;
Background.FinishTransforms();
Background.FadeOut(250);
Background.Expire();
}
b.Depth = newDepth;
fadeContainer.Add(Background = b);
Background.BlurSigma = BlurTarget;
StoryboardReplacesBackground.BindTo(fadeContainer.StoryboardReplacesBackground);
}
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public override bool Equals(BackgroundScreen other)
{
var otherBeatmapBackground = other as BackgroundScreenBeatmap;
if (otherBeatmapBackground == null) return false;
return base.Equals(other) && beatmap == otherBeatmapBackground.Beatmap;
}
protected class BeatmapBackground : Background
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{
private readonly WorkingBeatmap beatmap;
public BeatmapBackground(WorkingBeatmap beatmap)
{
this.beatmap = beatmap;
}
[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Sprite.Texture = beatmap?.Background ?? textures.Get(@"Backgrounds/bg1");
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}
}
}
}