mirror of
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21b641b302
Also removes unnecessary background texture (the actual storyboard background spec wasn't implemented correctly anyway).
85 lines
2.7 KiB
C#
85 lines
2.7 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Storyboards.Drawables;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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namespace osu.Game.Storyboards
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{
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public class Storyboard : IDisposable
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{
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private readonly Dictionary<string, StoryboardLayer> layers = new Dictionary<string, StoryboardLayer>();
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public IEnumerable<StoryboardLayer> Layers => layers.Values;
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public BeatmapInfo BeatmapInfo = new BeatmapInfo();
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public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
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public Storyboard()
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{
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layers.Add("Background", new StoryboardLayer("Background", 3));
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layers.Add("Fail", new StoryboardLayer("Fail", 2) { EnabledWhenPassing = false, });
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layers.Add("Pass", new StoryboardLayer("Pass", 1) { EnabledWhenFailing = false, });
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layers.Add("Foreground", new StoryboardLayer("Foreground", 0));
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}
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public StoryboardLayer GetLayer(string name)
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{
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StoryboardLayer layer;
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if (!layers.TryGetValue(name, out layer))
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layers[name] = layer = new StoryboardLayer(name, layers.Values.Min(l => l.Depth) - 1);
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return layer;
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}
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/// <summary>
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/// Whether the beatmap's background should be hidden while this storyboard is being displayed.
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/// </summary>
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public bool ReplacesBackground
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{
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get
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{
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var backgroundPath = BeatmapInfo.BeatmapSet?.Metadata?.BackgroundFile?.ToLowerInvariant();
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if (backgroundPath == null)
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return false;
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return GetLayer("Background").Elements.Any(e => e.Path.ToLowerInvariant() == backgroundPath);
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}
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}
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public DrawableStoryboard CreateDrawable(WorkingBeatmap working = null)
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{
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var drawable = new DrawableStoryboard(this);
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drawable.Width = drawable.Height * (BeatmapInfo.WidescreenStoryboard ? 16 / 9f : 4 / 3f);
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return drawable;
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}
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#region Disposal
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~Storyboard()
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{
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Dispose(false);
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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private bool isDisposed;
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protected virtual void Dispose(bool isDisposing)
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{
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if (isDisposed)
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return;
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isDisposed = true;
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}
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#endregion
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}
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}
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