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osu-lazer/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.cs

93 lines
3.1 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.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;
/// <summary>
/// Whether or not user dim settings should be applied to this Background.
/// </summary>
public Bindable<bool> EnableUserDim = new Bindable<bool>();
public Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
protected UserDimContainer FadeContainer;
protected virtual UserDimContainer CreateFadeContainer() => new UserDimContainer { RelativeSizeAxes = Axes.Both };
public virtual 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;
FadeContainer.Add(Background = b);
Background.BlurSigma = BlurTarget;
FadeContainer.StoryboardReplacesBackground.BindTo(StoryboardReplacesBackground);
}));
});
}
}
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{
FadeContainer = CreateFadeContainer();
InternalChild = FadeContainer;
EnableUserDim.BindTo(FadeContainer.EnableUserDim);
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;
}
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");
}
}
}
}