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osu-lazer/osu.Game/Beatmaps/BindableBeatmap.cs
Dean Herbert 3fe4b8fd1c Update variable names
Also cleans up some weird code
2019-02-22 17:51:39 +09:00

73 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.
using System;
using System.Diagnostics;
using JetBrains.Annotations;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
namespace osu.Game.Beatmaps
{
/// <summary>
/// A <see cref="Bindable{T}"/> for the <see cref="OsuGame"/> beatmap.
/// This should be used sparingly in-favour of <see cref="IBindable<WorkingBeatmap>"/>.
/// </summary>
public abstract class BindableBeatmap : NonNullableBindable<WorkingBeatmap>
{
private AudioManager audioManager;
private WorkingBeatmap lastBeatmap;
protected BindableBeatmap(WorkingBeatmap defaultValue)
: base(defaultValue)
{
}
/// <summary>
/// Registers an <see cref="AudioManager"/> for <see cref="Track"/>s to be added to.
/// </summary>
/// <param name="audioManager">The <see cref="AudioManager"/> to register.</param>
protected void RegisterAudioManager([NotNull] AudioManager audioManager)
{
if (this.audioManager != null) throw new InvalidOperationException($"Cannot register multiple {nameof(AudioManager)}s.");
this.audioManager = audioManager;
ValueChanged += b => registerAudioTrack(b.NewValue);
// If the track has changed prior to this being called, let's register it
if (Value != Default)
registerAudioTrack(Value);
}
private void registerAudioTrack(WorkingBeatmap beatmap)
{
var trackLoaded = lastBeatmap?.TrackLoaded ?? false;
// compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo)
if (!trackLoaded || lastBeatmap?.Track != beatmap.Track)
{
if (trackLoaded)
{
Debug.Assert(lastBeatmap != null);
Debug.Assert(lastBeatmap.Track != null);
lastBeatmap.RecycleTrack();
}
audioManager.Track.AddItem(beatmap.Track);
}
lastBeatmap = beatmap;
}
/// <summary>
/// Retrieve a new <see cref="BindableBeatmap"/> instance weakly bound to this <see cref="BindableBeatmap"/>.
/// If you are further binding to events of the retrieved <see cref="BindableBeatmap"/>, ensure a local reference is held.
/// </summary>
[NotNull]
public abstract BindableBeatmap GetBoundCopy();
}
}