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osu-lazer/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.cs
Dean Herbert ba89bfee0c Define explicit method to add background
Also cleans up some redundant/misplaced comments.
2019-03-20 20:16:45 +09:00

116 lines
3.7 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.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
namespace osu.Game.Screens.Backgrounds
{
public class BackgroundScreenBeatmap : BackgroundScreen
{
protected Background Background;
private WorkingBeatmap beatmap;
/// <summary>
/// Whether or not user dim settings should be applied to this Background.
/// </summary>
public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
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 Bindable<float>();
private readonly UserDimContainer fadeContainer;
protected virtual UserDimContainer CreateFadeContainer() => new UserDimContainer { RelativeSizeAxes = Axes.Both };
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{
Beatmap = beatmap;
InternalChild = fadeContainer = CreateFadeContainer();
fadeContainer.EnableUserDim.BindTo(EnableUserDim);
fadeContainer.BlurAmount.BindTo(BlurAmount);
}
[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 == beatmap)
return;
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;
fadeContainer.Background = Background = b;
StoryboardReplacesBackground.BindTo(fadeContainer.StoryboardReplacesBackground);
}
public override bool Equals(BackgroundScreen other)
{
if (!(other is BackgroundScreenBeatmap otherBeatmapBackground)) return false;
return base.Equals(other) && beatmap == otherBeatmapBackground.Beatmap;
}
protected class BeatmapBackground : Background
{
public readonly WorkingBeatmap Beatmap;
public BeatmapBackground(WorkingBeatmap beatmap)
{
Beatmap = beatmap;
}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
Sprite.Texture = Beatmap?.Background ?? textures.Get(@"Backgrounds/bg1");
}
}
}
}