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osu-lazer/osu.Game/Graphics/Backgrounds/BeatmapBackgroundWithStoryboard.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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Rulesets.Mods;
using osu.Game.Storyboards.Drawables;
namespace osu.Game.Graphics.Backgrounds
{
public partial class BeatmapBackgroundWithStoryboard : BeatmapBackground
{
private readonly InterpolatingFramedClock storyboardClock;
[Resolved(CanBeNull = true)]
private MusicController? musicController { get; set; }
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
public BeatmapBackgroundWithStoryboard(WorkingBeatmap beatmap, string fallbackTextureName = "Backgrounds/bg1")
: base(beatmap, fallbackTextureName)
{
storyboardClock = new InterpolatingFramedClock();
}
[BackgroundDependencyLoader]
private void load()
{
if (!Beatmap.Storyboard.HasDrawable)
return;
if (Beatmap.Storyboard.ReplacesBackground)
Sprite.Alpha = 0;
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LoadComponentAsync(new AudioContainer
{
RelativeSizeAxes = Axes.Both,
Volume = { Value = 0 },
Child = new DrawableStoryboard(Beatmap.Storyboard, mods.Value) { Clock = storyboardClock }
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}, AddInternal);
}
protected override void LoadComplete()
{
base.LoadComplete();
if (musicController != null)
musicController.TrackChanged += onTrackChanged;
updateStoryboardClockSource(Beatmap);
}
private void onTrackChanged(WorkingBeatmap newBeatmap, TrackChangeDirection _) => updateStoryboardClockSource(newBeatmap);
private void updateStoryboardClockSource(WorkingBeatmap newBeatmap)
{
if (newBeatmap != Beatmap)
return;
// `MusicController` will sometimes reload the track, even when the working beatmap technically hasn't changed.
// ensure that the storyboard's clock is always using the latest track instance.
storyboardClock.ChangeSource(newBeatmap.Track);
// more often than not, the previous source track's time will be in the future relative to the new source track.
// explicitly process a single frame so that `InterpolatingFramedClock`'s interpolation logic is bypassed
// and the storyboard clock is correctly rewound to the source track's time exactly.
storyboardClock.ProcessFrame();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (musicController != null)
musicController.TrackChanged -= onTrackChanged;
}
}
}