mirror of https://github.com/ppy/osu
192 lines
6.4 KiB
C#
192 lines
6.4 KiB
C#
// 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;
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using osu.Framework.Graphics.Textures;
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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;
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using osuTK;
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namespace osu.Game.Screens.Backgrounds
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{
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public class BackgroundScreenBeatmap : BackgroundScreen
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{
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/// <summary>
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/// The amount of blur to apply when full user blur is requested.
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/// </summary>
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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 dim settings should be applied to this Background.
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/// </summary>
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public readonly Bindable<bool> EnableUserDim = new Bindable<bool>();
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public readonly Bindable<bool> StoryboardReplacesBackground = new Bindable<bool>();
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/// <summary>
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/// The amount of blur to be applied in addition to user-specified blur.
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/// </summary>
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public readonly Bindable<float> BlurAmount = new Bindable<float>();
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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)
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{
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Beatmap = beatmap;
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InternalChild = dimmable = CreateFadeContainer();
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dimmable.EnableUserDim.BindTo(EnableUserDim);
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dimmable.BlurAmount.BindTo(BlurAmount);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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var background = new BeatmapBackground(beatmap);
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LoadComponent(background);
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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
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{
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if (beatmap == value && beatmap != null)
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return;
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beatmap = value;
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Schedule(() =>
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{
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if ((Background as BeatmapBackground)?.Beatmap == beatmap)
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return;
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cancellationSource?.Cancel();
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LoadComponentAsync(new BeatmapBackground(beatmap), switchBackground, (cancellationSource = new CancellationTokenSource()).Token);
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});
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}
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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)
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{
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newDepth = Background.Depth + 1;
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Background.FinishTransforms();
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Background.FadeOut(250);
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Background.Expire();
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}
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b.Depth = newDepth;
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dimmable.Background = Background = b;
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StoryboardReplacesBackground.BindTo(dimmable.StoryboardReplacesBackground);
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}
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public override bool Equals(BackgroundScreen other)
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{
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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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}
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protected class BeatmapBackground : Background
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{
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public readonly WorkingBeatmap Beatmap;
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public BeatmapBackground(WorkingBeatmap beatmap)
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{
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Beatmap = beatmap;
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}
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[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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}
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}
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public class DimmableBackground : UserDimContainer
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{
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/// <summary>
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/// The amount of blur to be applied to the background in addition to user-specified blur.
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/// </summary>
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/// <remarks>
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/// 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"/>
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/// </remarks>
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public readonly Bindable<float> BlurAmount = new Bindable<float>();
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public Background Background
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{
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get => background;
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set
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{
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background?.Expire();
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base.Add(background = value);
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background.BlurTo(blurTarget, 0, Easing.OutQuint);
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}
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}
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private Bindable<double> userBlurLevel { get; set; }
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private Background background;
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public override void Add(Drawable drawable)
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{
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if (drawable is Background)
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throw new InvalidOperationException($"Use {nameof(Background)} to set a background.");
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base.Add(drawable);
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}
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/// <summary>
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/// As an optimisation, we add the two blur portions to be applied rather than actually applying two separate blurs.
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/// </summary>
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private Vector2 blurTarget => EnableUserDim.Value
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? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * USER_BLUR_FACTOR)
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: new Vector2(BlurAmount.Value);
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userBlurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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userBlurLevel.ValueChanged += _ => UpdateVisuals();
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BlurAmount.ValueChanged += _ => UpdateVisuals();
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}
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protected override bool ShowDimContent => !ShowStoryboard.Value || !StoryboardReplacesBackground.Value || !ShowVideo.Value; // The background needs to be hidden in the case of it being replaced by the storyboard
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protected override void UpdateVisuals()
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{
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base.UpdateVisuals();
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Background?.BlurTo(blurTarget, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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}
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}
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