// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Textures; using osu.Game.Beatmaps; using osu.Game.Graphics.Backgrounds; using osu.Game.Graphics.Containers; namespace osu.Game.Screens.Backgrounds { public class BackgroundScreenBeatmap : BlurrableBackgroundScreen { private WorkingBeatmap beatmap; /// /// Whether or not user dim settings should be applied to this Background. /// public readonly Bindable EnableUserDim = new Bindable(); public readonly Bindable StoryboardReplacesBackground = new Bindable(); private readonly UserDimContainer fadeContainer; protected virtual UserDimContainer CreateFadeContainer() => new UserDimContainer { RelativeSizeAxes = Axes.Both }; public virtual WorkingBeatmap Beatmap { get => beatmap; set { if (beatmap == value && beatmap != null) return; beatmap = value; Schedule(() => { LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() => backgroundLoaded(b))); }); } } 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); } [BackgroundDependencyLoader] private void load() { if (beatmap != null) backgroundLoaded(new BeatmapBackground(beatmap)); } public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null) { Beatmap = beatmap; InternalChild = fadeContainer = CreateFadeContainer(); fadeContainer.EnableUserDim.BindTo(EnableUserDim); } 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 { private readonly WorkingBeatmap beatmap; public BeatmapBackground(WorkingBeatmap beatmap) { this.beatmap = beatmap; } [BackgroundDependencyLoader] private void load(TextureStore textures) { Sprite.Texture = beatmap?.Background ?? textures.Get(@"Backgrounds/bg1"); } } } }