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osu-lazer/osu.Game/Screens/OnlinePlay/Components/OnlinePlayBackgroundSprite.cs
Dean Herbert e8e387b549 Cache buffered background to fix multiplayer lounge performance
Consider this a request for comment. It's the cleanest solution I can
come up with without dropping either the blur, or use of
`ModelBackedDrawable`.

Intended to resolve https://github.com/ppy/osu/issues/14276.
2021-08-16 08:04:54 +09:00

39 lines
1.2 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps.Drawables;
namespace osu.Game.Screens.OnlinePlay.Components
{
public class OnlinePlayBackgroundSprite : OnlinePlayComposite
{
protected readonly BeatmapSetCoverType BeatmapSetCoverType;
private UpdateableBeatmapBackgroundSprite sprite;
public OnlinePlayBackgroundSprite(BeatmapSetCoverType beatmapSetCoverType = BeatmapSetCoverType.Cover)
{
BeatmapSetCoverType = beatmapSetCoverType;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChild = sprite = CreateBackgroundSprite();
Playlist.CollectionChanged += (_, __) => updateBeatmap();
updateBeatmap();
}
private void updateBeatmap()
{
sprite.Beatmap.Value = Playlist.FirstOrDefault()?.Beatmap.Value;
}
protected virtual UpdateableBeatmapBackgroundSprite CreateBackgroundSprite() => new UpdateableBeatmapBackgroundSprite(BeatmapSetCoverType) { RelativeSizeAxes = Axes.Both };
}
}