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mirror of https://github.com/ppy/osu.git synced 2024-11-18 21:02:54 +08:00
osu-lazer/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.cs
smoogipoo 91302ea0bc Merge remote-tracking branch 'origin/master' into iscreen
# Conflicts:
#	osu.Game/Screens/Multi/Match/MatchSubScreen.cs
#	osu.Game/Screens/Multi/Multiplayer.cs
#	osu.Game/Screens/Multi/MultiplayerSubScreen.cs
#	osu.Game/Screens/OsuScreen.cs
#	osu.Game/osu.Game.csproj
#	osu.sln
2019-01-29 21:21:36 +09:00

77 lines
2.3 KiB
C#

// 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Backgrounds;
namespace osu.Game.Screens.Backgrounds
{
public class BackgroundScreenBeatmap : BlurrableBackgroundScreen
{
private WorkingBeatmap beatmap;
public WorkingBeatmap Beatmap
{
get { return beatmap; }
set
{
if (beatmap == value && beatmap != null)
return;
beatmap = value;
Schedule(() =>
{
LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() =>
{
float newDepth = 0;
if (Background != null)
{
newDepth = Background.Depth + 1;
Background.FinishTransforms();
Background.FadeOut(250);
Background.Expire();
}
b.Depth = newDepth;
AddInternal(Background = b);
Background.BlurSigma = BlurTarget;
}));
});
}
}
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{
Beatmap = beatmap;
}
public override bool Equals(BackgroundScreen other)
{
var otherBeatmapBackground = other as BackgroundScreenBeatmap;
if (otherBeatmapBackground == null) return false;
return base.Equals(other) && beatmap == otherBeatmapBackground.Beatmap;
}
private 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");
}
}
}
}