// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Textures; using osu.Framework.Utils; using osu.Game.Configuration; using osu.Game.Online.API; using osu.Game.Online.API.Requests; using osu.Game.Online.API.Requests.Responses; namespace osu.Game.Graphics.Backgrounds { public class SeasonalBackgroundLoader : Component { /// /// Fired when background should be changed due to receiving backgrounds from API /// or when the user setting is changed (as it might require unloading the seasonal background). /// public event Action SeasonalBackgroundChanged; [Resolved] private IAPIProvider api { get; set; } private readonly IBindable apiState = new Bindable(); private Bindable seasonalBackgroundMode; private Bindable seasonalBackgrounds; private int current; [BackgroundDependencyLoader] private void load(OsuConfigManager config, SessionStatics sessionStatics) { seasonalBackgroundMode = config.GetBindable(OsuSetting.SeasonalBackgroundMode); seasonalBackgroundMode.BindValueChanged(_ => SeasonalBackgroundChanged?.Invoke()); seasonalBackgrounds = sessionStatics.GetBindable(Static.SeasonalBackgrounds); seasonalBackgrounds.BindValueChanged(_ => SeasonalBackgroundChanged?.Invoke()); apiState.BindTo(api.State); apiState.BindValueChanged(fetchSeasonalBackgrounds, true); } private void fetchSeasonalBackgrounds(ValueChangedEvent stateChanged) { if (seasonalBackgrounds.Value != null || stateChanged.NewValue != APIState.Online) return; var request = new GetSeasonalBackgroundsRequest(); request.Success += response => { seasonalBackgrounds.Value = response; current = RNG.Next(0, response.Backgrounds?.Count ?? 0); }; api.PerformAsync(request); } public SeasonalBackground LoadNextBackground() { if (seasonalBackgroundMode.Value == SeasonalBackgroundMode.Never || (seasonalBackgroundMode.Value == SeasonalBackgroundMode.Sometimes && !isInSeason)) { return null; } var backgrounds = seasonalBackgrounds.Value?.Backgrounds; if (backgrounds == null || !backgrounds.Any()) return null; current = (current + 1) % backgrounds.Count; string url = backgrounds[current].Url; return new SeasonalBackground(url); } private bool isInSeason => seasonalBackgrounds.Value != null && DateTimeOffset.Now < seasonalBackgrounds.Value.EndDate; } [LongRunningLoad] public class SeasonalBackground : Background { private readonly string url; private const string fallback_texture_name = @"Backgrounds/bg1"; public SeasonalBackground(string url) { this.url = url; } [BackgroundDependencyLoader] private void load(LargeTextureStore textures) { Sprite.Texture = textures.Get(url) ?? textures.Get(fallback_texture_name); // ensure we're not loading in without a transition. this.FadeInFromZero(200, Easing.InOutSine); } } }