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

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// 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.
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using osu.Framework.Allocation;
using osu.Framework.Configuration;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
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using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
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namespace osu.Game.Screens.Backgrounds
{
public class BackgroundScreenBeatmap : BlurrableBackgroundScreen
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{
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private WorkingBeatmap beatmap;
protected Bindable<double> DimLevel = new Bindable<double>();
public Bindable<bool> EnableUserDim = new Bindable<bool>();
public Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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protected UserDimContainer FadeContainer;
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[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.DimLevel, DimLevel);
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}
public virtual WorkingBeatmap Beatmap
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{
get { return beatmap; }
set
{
if (beatmap == value && beatmap != null)
return;
beatmap = value;
FadeContainer = new UserDimContainer { RelativeSizeAxes = Axes.Both };
InternalChild = FadeContainer;
EnableUserDim.BindTo(FadeContainer.EnableUserDim);
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Schedule(() =>
{
LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() =>
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{
float newDepth = 0;
if (Background != null)
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{
newDepth = Background.Depth + 1;
Background.FinishTransforms();
Background.FadeOut(250);
Background.Expire();
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}
b.Depth = newDepth;
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FadeContainer.Child = Background = b;
Background.BlurSigma = BlurTarget;
FadeContainer.StoryboardReplacesBackground.BindTo(StoryboardReplacesBackground);
}));
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});
}
}
public BackgroundScreenBeatmap(WorkingBeatmap beatmap = null)
{
Beatmap = beatmap;
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}
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public override bool Equals(BackgroundScreen other)
{
var otherBeatmapBackground = other as BackgroundScreenBeatmap;
if (otherBeatmapBackground == null) return false;
return base.Equals(other) && beatmap == otherBeatmapBackground.Beatmap;
}
protected class BeatmapBackground : Background
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{
private readonly WorkingBeatmap beatmap;
public BeatmapBackground(WorkingBeatmap beatmap)
{
this.beatmap = beatmap;
}
[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Sprite.Texture = beatmap?.Background ?? textures.Get(@"Backgrounds/bg1");
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}
}
}
}