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73e924479f
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.
89 lines
2.6 KiB
C#
89 lines
2.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Video;
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using osu.Framework.Timing;
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using osu.Game.Graphics;
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using osu.Game.Tournament.IO;
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namespace osu.Game.Tournament.Components
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{
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public class TourneyVideo : CompositeDrawable
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{
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private readonly string filename;
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private readonly bool drawFallbackGradient;
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private Video video;
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private ManualClock manualClock;
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public bool VideoAvailable => video != null;
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public TourneyVideo(string filename, bool drawFallbackGradient = false)
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{
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this.filename = filename;
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this.drawFallbackGradient = drawFallbackGradient;
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}
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[BackgroundDependencyLoader]
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private void load(TournamentVideoResourceStore storage)
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{
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var stream = storage.GetStream(filename);
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if (stream != null)
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{
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InternalChild = video = new Video(stream, false)
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{
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Clock = new FramedClock(manualClock = new ManualClock()),
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Loop = loop,
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};
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}
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else if (drawFallbackGradient)
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{
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InternalChild = new Box
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{
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Colour = ColourInfo.GradientVertical(OsuColour.Gray(0.3f), OsuColour.Gray(0.6f)),
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RelativeSizeAxes = Axes.Both,
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};
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}
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}
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private bool loop;
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public bool Loop
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{
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set
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{
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loop = value;
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if (video != null)
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video.Loop = value;
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}
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}
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public void Reset()
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{
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if (manualClock != null)
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manualClock.CurrentTime = 0;
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}
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protected override void Update()
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{
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base.Update();
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if (manualClock != null && Clock.ElapsedFrameTime < 100)
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{
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// we want to avoid seeking as much as possible, because we care about performance, not sync.
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// to avoid seeking completely, we only increment out local clock when in an updating state.
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manualClock.CurrentTime += Clock.ElapsedFrameTime;
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}
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}
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}
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}
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