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osu-lazer/osu.Game/Screens/Backgrounds/BackgroundModeBeatmap.cs
2016-11-29 20:50:12 +01:00

91 lines
2.5 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using OpenTK;
using osu.Framework.Graphics.Transformations;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Backgrounds;
namespace osu.Game.Screens.Backgrounds
{
public class BackgroundModeBeatmap : BackgroundMode
{
private Background background;
private WorkingBeatmap beatmap;
private Vector2 blurTarget;
public WorkingBeatmap Beatmap
{
get
{
return beatmap;
}
set
{
if (beatmap == value)
return;
beatmap = value;
Schedule(() =>
{
Background newBackground = new BeatmapBackground(beatmap);
newBackground.Preload(Game, delegate
{
float newDepth = 0;
if (background != null)
{
newDepth = background.Depth + 1;
background.Flush();
background.FadeOut(250);
background.Expire();
}
newBackground.Depth = newDepth;
Add(background = newBackground);
background.BlurSigma = blurTarget;
});
});
}
}
public BackgroundModeBeatmap(WorkingBeatmap beatmap)
{
Beatmap = beatmap;
}
public void BlurTo(Vector2 sigma, double duration)
{
background?.BlurTo(sigma, duration, EasingTypes.OutExpo);
blurTarget = sigma;
}
public override bool Equals(BackgroundMode other)
{
return base.Equals(other) && beatmap == ((BackgroundModeBeatmap)other).Beatmap;
}
class BeatmapBackground : Background
{
private WorkingBeatmap beatmap;
public BeatmapBackground(WorkingBeatmap beatmap)
{
this.beatmap = beatmap;
CacheDrawnFrameBuffer = true;
}
[BackgroundDependencyLoader]
private void load()
{
Sprite.Texture = beatmap.Background;
}
}
}
}