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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System ;
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using System.Threading ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
using osu.Game.Beatmaps ;
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using osu.Game.Configuration ;
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using osu.Game.Graphics.Backgrounds ;
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using osu.Game.Graphics.Containers ;
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using osu.Game.Screens.Play ;
using osuTK ;
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namespace osu.Game.Screens.Backgrounds
{
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public class BackgroundScreenBeatmap : BackgroundScreen
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{
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/// <summary>
/// The amount of blur to apply when full user blur is requested.
/// </summary>
public const float USER_BLUR_FACTOR = 25 ;
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protected Background Background ;
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private WorkingBeatmap beatmap ;
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/// <summary>
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/// Whether or not user-configured settings relating to brightness of elements should be ignored.
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/// </summary>
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/// <remarks>
/// Beatmap background screens should not apply user settings by default.
/// </remarks>
public readonly Bindable < bool > IgnoreUserSettings = new Bindable < bool > ( true ) ;
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public readonly Bindable < bool > StoryboardReplacesBackground = new Bindable < bool > ( ) ;
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/// <summary>
/// The amount of blur to be applied in addition to user-specified blur.
/// </summary>
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public readonly Bindable < float > BlurAmount = new BindableFloat ( ) ;
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internal readonly IBindable < bool > IsBreakTime = new Bindable < bool > ( ) ;
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private readonly DimmableBackground dimmable ;
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protected virtual DimmableBackground CreateFadeContainer ( ) = > new DimmableBackground { RelativeSizeAxes = Axes . Both } ;
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public BackgroundScreenBeatmap ( WorkingBeatmap beatmap = null )
{
Beatmap = beatmap ;
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InternalChild = dimmable = CreateFadeContainer ( ) ;
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dimmable . IgnoreUserSettings . BindTo ( IgnoreUserSettings ) ;
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dimmable . IsBreakTime . BindTo ( IsBreakTime ) ;
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dimmable . BlurAmount . BindTo ( BlurAmount ) ;
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StoryboardReplacesBackground . BindTo ( dimmable . StoryboardReplacesBackground ) ;
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}
[BackgroundDependencyLoader]
private void load ( )
{
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var background = new BeatmapBackground ( beatmap ) ;
LoadComponent ( background ) ;
switchBackground ( background ) ;
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}
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private CancellationTokenSource cancellationSource ;
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public WorkingBeatmap Beatmap
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{
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get = > beatmap ;
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set
{
if ( beatmap = = value & & beatmap ! = null )
return ;
beatmap = value ;
Schedule ( ( ) = >
{
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if ( ( Background as BeatmapBackground ) ? . Beatmap . BeatmapInfo . BackgroundEquals ( beatmap ? . BeatmapInfo ) ? ? false )
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return ;
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cancellationSource ? . Cancel ( ) ;
LoadComponentAsync ( new BeatmapBackground ( beatmap ) , switchBackground , ( cancellationSource = new CancellationTokenSource ( ) ) . Token ) ;
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} ) ;
}
}
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private void switchBackground ( BeatmapBackground b )
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{
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float newDepth = 0 ;
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if ( Background ! = null )
{
newDepth = Background . Depth + 1 ;
Background . FinishTransforms ( ) ;
Background . FadeOut ( 250 ) ;
Background . Expire ( ) ;
}
b . Depth = newDepth ;
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dimmable . Background = Background = b ;
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}
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public override bool Equals ( BackgroundScreen other )
{
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if ( ! ( other is BackgroundScreenBeatmap otherBeatmapBackground ) ) return false ;
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return base . Equals ( other ) & & beatmap = = otherBeatmapBackground . Beatmap ;
}
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public 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>
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public readonly Bindable < float > BlurAmount = new BindableFloat ( ) ;
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public Background Background
{
get = > background ;
set
{
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background ? . Expire ( ) ;
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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 )
{
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>
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private Vector2 blurTarget = > ! IgnoreUserSettings . Value
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? new Vector2 ( BlurAmount . Value + ( float ) userBlurLevel . Value * USER_BLUR_FACTOR )
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: new Vector2 ( BlurAmount . Value ) ;
[BackgroundDependencyLoader]
private void load ( OsuConfigManager config )
{
userBlurLevel = config . GetBindable < double > ( OsuSetting . BlurLevel ) ;
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}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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userBlurLevel . ValueChanged + = _ = > UpdateVisuals ( ) ;
BlurAmount . ValueChanged + = _ = > UpdateVisuals ( ) ;
}
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protected override bool ShowDimContent
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// The background needs to be hidden in the case of it being replaced by the storyboard
= > ( ! ShowStoryboard . Value & & ! IgnoreUserSettings . Value ) | | ! StoryboardReplacesBackground . Value ;
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protected override void UpdateVisuals ( )
{
base . UpdateVisuals ( ) ;
Background ? . BlurTo ( blurTarget , BACKGROUND_FADE_DURATION , Easing . OutQuint ) ;
}
}
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}
}