// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Diagnostics; using System.Threading; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Framework.Screens; using osu.Framework.Threading; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics.Backgrounds; using osu.Game.Online.API; using osu.Game.Online.API.Requests.Responses; using osu.Game.Skinning; namespace osu.Game.Screens.Backgrounds { public partial class BackgroundScreenDefault : BackgroundScreen { private Background background; private int currentDisplay; private const int background_count = 8; private IBindable user; private Bindable skin; private Bindable source; private Bindable introSequence; private readonly SeasonalBackgroundLoader seasonalBackgroundLoader = new SeasonalBackgroundLoader(); [Resolved] private IBindable beatmap { get; set; } [Resolved] private GameHost gameHost { get; set; } protected virtual bool AllowStoryboardBackground => true; public BackgroundScreenDefault(bool animateOnEnter = true) : base(animateOnEnter) { } [BackgroundDependencyLoader] private void load(IAPIProvider api, SkinManager skinManager, OsuConfigManager config) { user = api.LocalUser.GetBoundCopy(); skin = skinManager.CurrentSkin.GetBoundCopy(); source = config.GetBindable(OsuSetting.MenuBackgroundSource); introSequence = config.GetBindable(OsuSetting.IntroSequence); AddInternal(seasonalBackgroundLoader); // Load first background asynchronously as part of BDL load. currentDisplay = RNG.Next(0, background_count); Next(); } protected override void LoadComplete() { base.LoadComplete(); user.ValueChanged += _ => Scheduler.AddOnce(next); skin.ValueChanged += _ => Scheduler.AddOnce(next); source.ValueChanged += _ => Scheduler.AddOnce(next); beatmap.ValueChanged += _ => Scheduler.AddOnce(next); introSequence.ValueChanged += _ => Scheduler.AddOnce(next); seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Scheduler.AddOnce(next); // helper function required for AddOnce usage. void next() => Next(); } private ScheduledDelegate storyboardUnloadDelegate; public override void OnSuspending(ScreenTransitionEvent e) { var backgroundScreenStack = Parent as BackgroundScreenStack; Debug.Assert(backgroundScreenStack != null); if (background is BeatmapBackgroundWithStoryboard storyboardBackground) storyboardUnloadDelegate = gameHost.UpdateThread.Scheduler.AddDelayed(storyboardBackground.UnloadStoryboard, TRANSITION_LENGTH); base.OnSuspending(e); } public override void OnResuming(ScreenTransitionEvent e) { if (background is BeatmapBackgroundWithStoryboard storyboardBackground) { if (storyboardUnloadDelegate?.Completed == false) storyboardUnloadDelegate.Cancel(); else storyboardBackground.LoadStoryboard(); storyboardUnloadDelegate = null; } base.OnResuming(e); } private ScheduledDelegate nextTask; private CancellationTokenSource cancellationTokenSource; /// /// Request loading the next background. /// /// Whether a new background was queued for load. May return false if the current background is still valid. public virtual bool Next() { var nextBackground = createBackground(); // in the case that the background hasn't changed, we want to avoid cancelling any tasks that could still be loading. if (nextBackground == background) return false; Logger.Log(@"🌅 Global background change queued"); cancellationTokenSource?.Cancel(); cancellationTokenSource = new CancellationTokenSource(); nextTask?.Cancel(); nextTask = Scheduler.AddDelayed(() => { Logger.Log(@"🌅 Global background loading"); LoadComponentAsync(nextBackground, displayNext, cancellationTokenSource.Token); }, 500); return true; } private void displayNext(Background newBackground) { background?.FadeOut(800, Easing.OutQuint); background?.Expire(); AddInternal(background = newBackground); currentDisplay++; } private Background createBackground() { // seasonal background loading gets highest priority. Background newBackground = seasonalBackgroundLoader.LoadNextBackground(); if (newBackground == null && user.Value?.IsSupporter == true) { switch (source.Value) { case BackgroundSource.Beatmap: case BackgroundSource.BeatmapWithStoryboard: { if (source.Value == BackgroundSource.BeatmapWithStoryboard && AllowStoryboardBackground) newBackground = new BeatmapBackgroundWithStoryboard(beatmap.Value, getBackgroundTextureName()); newBackground ??= new BeatmapBackground(beatmap.Value, getBackgroundTextureName()); break; } case BackgroundSource.Skin: switch (skin.Value) { case TrianglesSkin: case ArgonSkin: case DefaultLegacySkin: // default skins should use the default background rotation, which won't be the case if a SkinBackground is created for them. break; default: newBackground = new SkinBackground(skin.Value, getBackgroundTextureName()); break; } break; } } // this method is called in many cases where the background might not necessarily need to change. // if an equivalent background is currently being shown, we don't want to load it again. if (newBackground?.Equals(background) == true) return background; newBackground ??= new Background(getBackgroundTextureName()); newBackground.Depth = currentDisplay; return newBackground; } private string getBackgroundTextureName() { switch (introSequence.Value) { case IntroSequence.Welcome: return @"Intro/Welcome/menu-background"; default: return $@"Menu/menu-background-{currentDisplay % background_count + 1}"; } } } }