mirror of
https://github.com/ppy/osu.git
synced 2024-12-28 05:42:54 +08:00
180 lines
6.0 KiB
C#
180 lines
6.0 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 System;
|
|
using System.Threading;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics.Backgrounds;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.Screens.Play;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Screens.Backgrounds
|
|
{
|
|
public class BackgroundScreenBeatmap : BackgroundScreen
|
|
{
|
|
/// <summary>
|
|
/// The amount of blur to apply when full user blur is requested.
|
|
/// </summary>
|
|
public const float USER_BLUR_FACTOR = 25;
|
|
|
|
protected Background Background;
|
|
|
|
private WorkingBeatmap beatmap;
|
|
|
|
/// <summary>
|
|
/// Whether or not user dim settings should be applied to this Background.
|
|
/// </summary>
|
|
public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
|
|
|
|
public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
|
|
|
|
/// <summary>
|
|
/// The amount of blur to be applied in addition to user-specified blur.
|
|
/// </summary>
|
|
public readonly Bindable<float> BlurAmount = new BindableFloat();
|
|
|
|
internal readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
|
|
|
|
private readonly DimmableBackground dimmable;
|
|
|
|
protected virtual DimmableBackground CreateFadeContainer() => new DimmableBackground { RelativeSizeAxes = Axes.Both };
|
|
|
|
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
|
|
{
|
|
Beatmap = beatmap;
|
|
|
|
InternalChild = dimmable = CreateFadeContainer();
|
|
|
|
dimmable.EnableUserDim.BindTo(EnableUserDim);
|
|
dimmable.IsBreakTime.BindTo(IsBreakTime);
|
|
dimmable.BlurAmount.BindTo(BlurAmount);
|
|
|
|
StoryboardReplacesBackground.BindTo(dimmable.StoryboardReplacesBackground);
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
var background = new BeatmapBackground(beatmap);
|
|
LoadComponent(background);
|
|
switchBackground(background);
|
|
}
|
|
|
|
private CancellationTokenSource cancellationSource;
|
|
|
|
public WorkingBeatmap Beatmap
|
|
{
|
|
get => beatmap;
|
|
set
|
|
{
|
|
if (beatmap == value && beatmap != null)
|
|
return;
|
|
|
|
beatmap = value;
|
|
|
|
Schedule(() =>
|
|
{
|
|
if ((Background as BeatmapBackground)?.Beatmap.BeatmapInfo.BackgroundEquals(beatmap?.BeatmapInfo) ?? false)
|
|
return;
|
|
|
|
cancellationSource?.Cancel();
|
|
LoadComponentAsync(new BeatmapBackground(beatmap), switchBackground, (cancellationSource = new CancellationTokenSource()).Token);
|
|
});
|
|
}
|
|
}
|
|
|
|
private void switchBackground(BeatmapBackground b)
|
|
{
|
|
float newDepth = 0;
|
|
|
|
if (Background != null)
|
|
{
|
|
newDepth = Background.Depth + 1;
|
|
Background.FinishTransforms();
|
|
Background.FadeOut(250);
|
|
Background.Expire();
|
|
}
|
|
|
|
b.Depth = newDepth;
|
|
dimmable.Background = Background = b;
|
|
}
|
|
|
|
public override bool Equals(BackgroundScreen other)
|
|
{
|
|
if (!(other is BackgroundScreenBeatmap otherBeatmapBackground)) return false;
|
|
|
|
return base.Equals(other) && beatmap == otherBeatmapBackground.Beatmap;
|
|
}
|
|
|
|
public class DimmableBackground : UserDimContainer
|
|
{
|
|
/// <summary>
|
|
/// The amount of blur to be applied to the background in addition to user-specified blur.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Used in contexts where there can potentially be both user and screen-specified blurring occuring at the same time, such as in <see cref="PlayerLoader"/>
|
|
/// </remarks>
|
|
public readonly Bindable<float> BlurAmount = new BindableFloat();
|
|
|
|
public Background Background
|
|
{
|
|
get => background;
|
|
set
|
|
{
|
|
background?.Expire();
|
|
|
|
base.Add(background = value);
|
|
background.BlurTo(blurTarget, 0, Easing.OutQuint);
|
|
}
|
|
}
|
|
|
|
private Bindable<double> userBlurLevel { get; set; }
|
|
|
|
private Background background;
|
|
|
|
public override void Add(Drawable drawable)
|
|
{
|
|
if (drawable is Background)
|
|
throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
|
|
|
|
base.Add(drawable);
|
|
}
|
|
|
|
/// <summary>
|
|
/// As an optimisation, we add the two blur portions to be applied rather than actually applying two separate blurs.
|
|
/// </summary>
|
|
private Vector2 blurTarget => EnableUserDim.Value
|
|
? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * USER_BLUR_FACTOR)
|
|
: new Vector2(BlurAmount.Value);
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config)
|
|
{
|
|
userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
userBlurLevel.ValueChanged += _ => UpdateVisuals();
|
|
BlurAmount.ValueChanged += _ => UpdateVisuals();
|
|
}
|
|
|
|
protected override bool ShowDimContent => !ShowStoryboard.Value || !StoryboardReplacesBackground.Value; // The background needs to be hidden in the case of it being replaced by the storyboard
|
|
|
|
protected override void UpdateVisuals()
|
|
{
|
|
base.UpdateVisuals();
|
|
|
|
Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
|
|
}
|
|
}
|
|
}
|
|
}
|