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osu-lazer/osu.Game.Tournament/Components/TourneyVideo.cs
Dean Herbert 73e924479f Find video by recursive check rather than marker interface
Seems a lot more reliable, and allows falling back to the "main" video
in cases which didn't support this previously.

A next step may be to allow every screen to support a video based on its
screen name, rather than specifying the local `TourneyVideo` every time.
2022-07-11 20:42:05 +09:00

89 lines
2.6 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.
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Video;
using osu.Framework.Timing;
using osu.Game.Graphics;
using osu.Game.Tournament.IO;
namespace osu.Game.Tournament.Components
{
public class TourneyVideo : CompositeDrawable
{
private readonly string filename;
private readonly bool drawFallbackGradient;
private Video video;
private ManualClock manualClock;
public bool VideoAvailable => video != null;
public TourneyVideo(string filename, bool drawFallbackGradient = false)
{
this.filename = filename;
this.drawFallbackGradient = drawFallbackGradient;
}
[BackgroundDependencyLoader]
private void load(TournamentVideoResourceStore storage)
{
var stream = storage.GetStream(filename);
if (stream != null)
{
InternalChild = video = new Video(stream, false)
{
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Clock = new FramedClock(manualClock = new ManualClock()),
Loop = loop,
};
}
else if (drawFallbackGradient)
{
InternalChild = new Box
{
Colour = ColourInfo.GradientVertical(OsuColour.Gray(0.3f), OsuColour.Gray(0.6f)),
RelativeSizeAxes = Axes.Both,
};
}
}
private bool loop;
public bool Loop
{
set
{
loop = value;
if (video != null)
video.Loop = value;
}
}
public void Reset()
{
if (manualClock != null)
manualClock.CurrentTime = 0;
}
protected override void Update()
{
base.Update();
if (manualClock != null && Clock.ElapsedFrameTime < 100)
{
// we want to avoid seeking as much as possible, because we care about performance, not sync.
// to avoid seeking completely, we only increment out local clock when in an updating state.
manualClock.CurrentTime += Clock.ElapsedFrameTime;
}
}
}
}