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83 lines
3.0 KiB
C#
83 lines
3.0 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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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Storyboards.Drawables;
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namespace osu.Game.Graphics.Backgrounds
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{
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public class BeatmapBackgroundWithStoryboard : BeatmapBackground
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{
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private readonly InterpolatingFramedClock storyboardClock;
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[Resolved(CanBeNull = true)]
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private MusicController? musicController { get; set; }
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
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public BeatmapBackgroundWithStoryboard(WorkingBeatmap beatmap, string fallbackTextureName = "Backgrounds/bg1")
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: base(beatmap, fallbackTextureName)
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{
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storyboardClock = new InterpolatingFramedClock();
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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if (!Beatmap.Storyboard.HasDrawable)
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return;
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if (Beatmap.Storyboard.ReplacesBackground)
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Sprite.Alpha = 0;
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LoadComponentAsync(new AudioContainer
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{
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RelativeSizeAxes = Axes.Both,
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Volume = { Value = 0 },
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Child = new DrawableStoryboard(Beatmap.Storyboard, mods.Value) { Clock = storyboardClock }
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}, AddInternal);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (musicController != null)
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musicController.TrackChanged += onTrackChanged;
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updateStoryboardClockSource(Beatmap);
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}
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private void onTrackChanged(WorkingBeatmap newBeatmap, TrackChangeDirection _) => updateStoryboardClockSource(newBeatmap);
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private void updateStoryboardClockSource(WorkingBeatmap newBeatmap)
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{
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if (newBeatmap != Beatmap)
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return;
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// `MusicController` will sometimes reload the track, even when the working beatmap technically hasn't changed.
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// ensure that the storyboard's clock is always using the latest track instance.
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storyboardClock.ChangeSource(newBeatmap.Track);
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// more often than not, the previous source track's time will be in the future relative to the new source track.
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// explicitly process a single frame so that `InterpolatingFramedClock`'s interpolation logic is bypassed
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// and the storyboard clock is correctly rewound to the source track's time exactly.
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storyboardClock.ProcessFrame();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (musicController != null)
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musicController.TrackChanged -= onTrackChanged;
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}
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}
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}
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