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osu-lazer/osu.Game/Screens/Play/ScreenWithBeatmapBackground.cs
2019-02-18 15:23:03 +09:00

71 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 osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Game.Configuration;
using osu.Game.Screens.Backgrounds;
using osuTK;
namespace osu.Game.Screens.Play
{
public abstract class ScreenWithBeatmapBackground : OsuScreen
{
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
protected new BackgroundScreenBeatmap Background => base.Background as BackgroundScreenBeatmap;
protected const float BACKGROUND_FADE_DURATION = 800;
#region User Settings
protected Bindable<double> DimLevel;
protected Bindable<double> BlurLevel;
protected Bindable<bool> ShowStoryboard;
#endregion
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
DimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
BlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
ShowStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
}
public override void OnEntering(IScreen last)
{
// We need to update on dim here because player still needs to know if it needs to dim the storyboard
base.OnEntering(last);
DimLevel.ValueChanged += _ => UpdateBackgroundElements();
BlurLevel.ValueChanged += _ => UpdateBackgroundElements();
ShowStoryboard.ValueChanged += _ => UpdateBackgroundElements();
InitializeBackgroundElements();
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
InitializeBackgroundElements();
}
/// <summary>
/// Called once on entering screen. By Default, performs a full <see cref="UpdateBackgroundElements"/> call.
/// </summary>
protected virtual void InitializeBackgroundElements() => UpdateBackgroundElements();
/// <summary>
/// Called when background elements require updates, usually due to a user changing a setting.
/// </summary>
/// <param name="userChange"></param>
protected virtual void UpdateBackgroundElements()
{
if (!this.IsCurrentScreen()) return;
Background?.BlurTo(new Vector2((float)BlurLevel.Value * 25), BACKGROUND_FADE_DURATION, Easing.OutQuint);
}
}
}