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84 lines
3.1 KiB
C#
84 lines
3.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Beatmaps.Drawables
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{
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/// <summary>
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/// A component solely responsible for calculating difficulty in the background.
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/// Intended for use with <see cref="DelayedLoadWrapper"/> to only run processing when usage is on-screen.
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/// </summary>
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public class DifficultyRetriever : Component
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{
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/// <summary>
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/// The bindable star difficulty.
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/// </summary>
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public IBindable<StarDifficulty> StarDifficulty => starDifficulty;
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private readonly Bindable<StarDifficulty> starDifficulty = new Bindable<StarDifficulty>();
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private readonly IBeatmapInfo beatmapInfo;
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private readonly IRulesetInfo? ruleset;
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private readonly IReadOnlyList<Mod>? mods;
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private readonly CancellationTokenSource difficultyCancellation = new CancellationTokenSource();
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[Resolved]
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private BeatmapDifficultyCache difficultyCache { get; set; } = null!;
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/// <summary>
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/// Construct a difficulty retriever that tracks the current ruleset / mod selection.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to use for calculation.</param>
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public DifficultyRetriever(IBeatmapInfo beatmapInfo)
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{
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this.beatmapInfo = beatmapInfo;
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}
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/// <summary>
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/// Construct a difficulty retriever that is calculated only once for the specified ruleset / mod combination.
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/// This will not track global ruleset and mod changes.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to use for calculation.</param>
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/// <param name="ruleset">The ruleset to use for calculation.</param>
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/// <param name="mods">The mods to use for calculation.</param>
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public DifficultyRetriever(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset, IReadOnlyList<Mod> mods)
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{
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this.beatmapInfo = beatmapInfo;
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this.ruleset = ruleset;
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this.mods = mods;
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}
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private IBindable<StarDifficulty?> localStarDifficulty = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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localStarDifficulty = ruleset != null
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? difficultyCache.GetBindableDifficulty(beatmapInfo, ruleset, mods, difficultyCancellation.Token)
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: difficultyCache.GetBindableDifficulty(beatmapInfo, difficultyCancellation.Token);
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localStarDifficulty.BindValueChanged(d =>
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{
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if (d.NewValue is StarDifficulty diff)
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starDifficulty.Value = diff;
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});
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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difficultyCancellation.Cancel();
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}
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}
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}
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