1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 16:27:26 +08:00
osu-lazer/osu.Game/Beatmaps/WorkingBeatmap.cs
2017-11-17 19:17:00 +09:00

115 lines
3.8 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics.Textures;
using osu.Game.Rulesets.Mods;
using System;
using System.Collections.Generic;
using System.Linq;
namespace osu.Game.Beatmaps
{
public abstract class WorkingBeatmap : IDisposable
{
public readonly BeatmapInfo BeatmapInfo;
public readonly BeatmapSetInfo BeatmapSetInfo;
public readonly BeatmapMetadata Metadata;
public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
protected WorkingBeatmap(BeatmapInfo beatmapInfo)
{
BeatmapInfo = beatmapInfo;
BeatmapSetInfo = beatmapInfo.BeatmapSet;
Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
Mods.ValueChanged += mods => applyRateAdjustments();
beatmap = new Lazy<Beatmap>(populateBeatmap);
background = new Lazy<Texture>(populateBackground);
track = new Lazy<Track>(populateTrack);
waveform = new Lazy<Waveform>(populateWaveform);
}
protected abstract Beatmap GetBeatmap();
protected abstract Texture GetBackground();
protected abstract Track GetTrack();
protected virtual Waveform GetWaveform() => new Waveform();
public bool BeatmapLoaded => beatmap.IsValueCreated;
public Beatmap Beatmap => beatmap.Value;
private readonly Lazy<Beatmap> beatmap;
private Beatmap populateBeatmap()
{
var b = GetBeatmap() ?? new Beatmap();
// use the database-backed info.
b.BeatmapInfo = BeatmapInfo;
return b;
}
public bool BackgroundLoaded => background.IsValueCreated;
public Texture Background => background.Value;
private Lazy<Texture> background;
private Texture populateBackground() => GetBackground();
public bool TrackLoaded => track.IsValueCreated;
public Track Track => track.Value;
private Lazy<Track> track;
private Track populateTrack()
{
// we want to ensure that we always have a track, even if it's a fake one.
var t = GetTrack() ?? new TrackVirtual();
applyRateAdjustments(t);
return t;
}
public bool WaveformLoaded => waveform.IsValueCreated;
public Waveform Waveform => waveform.Value;
private readonly Lazy<Waveform> waveform;
private Waveform populateWaveform() => GetWaveform();
public void TransferTo(WorkingBeatmap other)
{
if (track.IsValueCreated && track.Value != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
other.track = track;
if (background.IsValueCreated && background.Value != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
other.background = background;
}
public virtual void Dispose()
{
if (BackgroundLoaded) Background.Dispose();
if (WaveformLoaded) Waveform.Dispose();
}
public void DisposeTrack()
{
if (!track.IsValueCreated) return;
track.Value?.Dispose();
track = null;
}
private void applyRateAdjustments(Track t = null)
{
if (t == null && track.IsValueCreated) t = track.Value;
if (t == null) return;
t.ResetSpeedAdjustments();
foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
mod.ApplyToClock(t);
}
}
}