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osu-lazer/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.cs

219 lines
7.4 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 System;
using System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
using osu.Game.Screens.Play;
using osuTK;
namespace osu.Game.Screens.Backgrounds
{
public partial class BackgroundScreenBeatmap : BackgroundScreen
{
/// <summary>
/// The amount of blur to apply when full user blur is requested.
/// </summary>
public const float USER_BLUR_FACTOR = 25;
protected Background Background;
private WorkingBeatmap beatmap;
/// <summary>
/// Whether or not user-configured settings relating to brightness of elements should be ignored.
/// </summary>
/// <remarks>
/// Beatmap background screens should not apply user settings by default.
/// </remarks>
public readonly Bindable<bool> IgnoreUserSettings = new Bindable<bool>(true);
/// <summary>
/// Whether or not the storyboard loaded should completely hide the background behind it.
/// </summary>
public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
/// <summary>
/// The amount of blur to be applied in addition to user-specified blur.
/// </summary>
public readonly Bindable<float> BlurAmount = new BindableFloat();
/// <summary>
/// The amount of dim to be used when <see cref="IgnoreUserSettings"/> is <c>true</c>.
/// </summary>
public readonly Bindable<float> DimWhenUserSettingsIgnored = new Bindable<float>();
internal readonly Bindable<bool> IsBreakTime = new Bindable<bool>();
private readonly DimmableBackground dimmable;
protected virtual DimmableBackground CreateFadeContainer() => new DimmableBackground { RelativeSizeAxes = Axes.Both };
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{
Beatmap = beatmap;
InternalChild = dimmable = CreateFadeContainer();
dimmable.StoryboardReplacesBackground.BindTo(StoryboardReplacesBackground);
dimmable.IgnoreUserSettings.BindTo(IgnoreUserSettings);
dimmable.IsBreakTime.BindTo(IsBreakTime);
dimmable.BlurAmount.BindTo(BlurAmount);
dimmable.DimWhenUserSettingsIgnored.BindTo(DimWhenUserSettingsIgnored);
}
[BackgroundDependencyLoader]
private void load()
{
var background = new BeatmapBackground(beatmap);
LoadComponent(background);
switchBackground(background);
}
private CancellationTokenSource cancellationSource;
public WorkingBeatmap Beatmap
{
get => beatmap;
set
{
if (beatmap == value && beatmap != null)
return;
beatmap = value;
Schedule(() =>
{
if ((Background as BeatmapBackground)?.Beatmap.BeatmapInfo.BackgroundEquals(beatmap?.BeatmapInfo) ?? false)
return;
cancellationSource?.Cancel();
LoadComponentAsync(new BeatmapBackground(beatmap), switchBackground, (cancellationSource = new CancellationTokenSource()).Token);
});
}
}
/// <summary>
/// Reloads beatmap's background.
/// </summary>
public void RefreshBackground()
{
Schedule(() =>
{
cancellationSource?.Cancel();
LoadComponentAsync(new BeatmapBackground(beatmap), switchBackground, (cancellationSource = new CancellationTokenSource()).Token);
});
}
private void switchBackground(BeatmapBackground b)
{
float newDepth = 0;
if (Background != null)
{
newDepth = Background.Depth + 1;
Background.FinishTransforms();
Background.FadeOut(250);
Background.Expire();
}
b.Depth = newDepth;
dimmable.Background = Background = b;
}
public override bool Equals(BackgroundScreen other)
{
if (!(other is BackgroundScreenBeatmap otherBeatmapBackground)) return false;
return base.Equals(other) && beatmap == otherBeatmapBackground.Beatmap;
}
public partial class DimmableBackground : UserDimContainer
{
/// <summary>
/// The amount of blur to be applied to the background in addition to user-specified blur.
/// </summary>
/// <remarks>
/// Used in contexts where there can potentially be both user and screen-specified blurring occuring at the same time, such as in <see cref="PlayerLoader"/>
/// </remarks>
public readonly Bindable<float> BlurAmount = new BindableFloat();
public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
public Background Background
{
get => background;
set
{
background?.Expire();
base.Add(background = value);
background.BlurTo(blurTarget, 0, Easing.OutQuint);
}
}
private Bindable<double> userBlurLevel { get; set; }
private Background background;
public override void Add(Drawable drawable)
{
ArgumentNullException.ThrowIfNull(drawable);
if (drawable is Background)
throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
base.Add(drawable);
}
/// <summary>
/// As an optimisation, we add the two blur portions to be applied rather than actually applying two separate blurs.
/// </summary>
private Vector2 blurTarget => !IgnoreUserSettings.Value
? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * USER_BLUR_FACTOR)
: new Vector2(BlurAmount.Value);
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
}
protected override void LoadComplete()
{
base.LoadComplete();
userBlurLevel.ValueChanged += _ => UpdateVisuals();
BlurAmount.ValueChanged += _ => UpdateVisuals();
StoryboardReplacesBackground.ValueChanged += _ => UpdateVisuals();
}
protected override float DimLevel
{
get
{
if ((IgnoreUserSettings.Value || ShowStoryboard.Value) && StoryboardReplacesBackground.Value)
return 1;
return base.DimLevel;
}
}
protected override void UpdateVisuals()
{
base.UpdateVisuals();
Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
}
}
}