osu/osu.Game/Screens/Play/DimmableStoryboard.cs

102 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Mods;
using osu.Game.Storyboards;
using osu.Game.Storyboards.Drawables;
namespace osu.Game.Screens.Play
{
/// <summary>
/// A container that handles <see cref="Storyboard"/> loading, as well as applies user-specified visual settings to it.
/// </summary>
public partial class DimmableStoryboard : UserDimContainer
{
public Container OverlayLayerContainer { get; private set; }
private readonly Storyboard storyboard;
private readonly IReadOnlyList<Mod> mods;
/// <summary>
/// In certain circumstances, the storyboard cannot be hidden entirely even if it is fully dimmed. Such circumstances include:
/// <list type="bullet">
/// <item>
/// cases where the storyboard has an overlay layer sprite, as it should continue to display fully dimmed
/// <i>in front of</i> the playfield (https://github.com/ppy/osu/issues/29867),
/// </item>
/// <item>
/// cases where the storyboard includes samples - as they are played back via drawable samples,
/// they must be present for the playback to occur (https://github.com/ppy/osu/issues/9315).
/// </item>
/// </list>
/// </summary>
private readonly Lazy<bool> storyboardMustAlwaysBePresent;
private DrawableStoryboard drawableStoryboard;
/// <summary>
/// Whether the storyboard is considered finished.
/// </summary>
/// <remarks>
/// This is true by default in here, until an actual drawable storyboard is loaded, in which case it'll bind to it.
/// </remarks>
public IBindable<bool> HasStoryboardEnded = new BindableBool(true);
public DimmableStoryboard(Storyboard storyboard, IReadOnlyList<Mod> mods)
{
this.storyboard = storyboard;
this.mods = mods;
storyboardMustAlwaysBePresent = new Lazy<bool>(() => storyboard.GetLayer(@"Overlay").Elements.Any() || storyboard.Layers.Any(l => l.Elements.OfType<StoryboardSampleInfo>().Any()));
}
[BackgroundDependencyLoader]
private void load()
{
Add(OverlayLayerContainer = new Container());
initializeStoryboard(false);
}
protected override void LoadComplete()
{
ShowStoryboard.BindValueChanged(_ => initializeStoryboard(true), true);
base.LoadComplete();
}
protected override bool ShowDimContent => IgnoreUserSettings.Value || (ShowStoryboard.Value && (DimLevel < 1 || storyboardMustAlwaysBePresent.Value));
private void initializeStoryboard(bool async)
{
if (drawableStoryboard != null)
return;
if (!ShowStoryboard.Value && !IgnoreUserSettings.Value)
return;
drawableStoryboard = storyboard.CreateDrawable(mods);
HasStoryboardEnded.BindTo(drawableStoryboard.HasStoryboardEnded);
if (async)
LoadComponentAsync(drawableStoryboard, onStoryboardCreated);
else
onStoryboardCreated(drawableStoryboard);
}
private void onStoryboardCreated(DrawableStoryboard storyboard)
{
Add(storyboard);
OverlayLayerContainer.Add(storyboard.OverlayLayer.CreateProxy());
}
}
}