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https://github.com/ppy/osu
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8c6f50ddb1
If the beatmap was changed but then reverted to the previously displayed map, the background may have displayed incorrectly on resuming. Closes #15804.
155 lines
5.9 KiB
C#
155 lines
5.9 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.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.Threading;
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using osu.Framework.Utils;
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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.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Backgrounds
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{
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public class BackgroundScreenDefault : BackgroundScreen
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{
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private Background background;
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private int currentDisplay;
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private const int background_count = 7;
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private IBindable<APIUser> user;
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private Bindable<Skin> skin;
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private Bindable<BackgroundSource> mode;
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private Bindable<IntroSequence> introSequence;
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private readonly SeasonalBackgroundLoader seasonalBackgroundLoader = new SeasonalBackgroundLoader();
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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protected virtual bool AllowStoryboardBackground => true;
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public BackgroundScreenDefault(bool animateOnEnter = true)
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: base(animateOnEnter)
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{
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}
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[BackgroundDependencyLoader]
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private void load(IAPIProvider api, SkinManager skinManager, OsuConfigManager config)
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{
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user = api.LocalUser.GetBoundCopy();
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skin = skinManager.CurrentSkin.GetBoundCopy();
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mode = config.GetBindable<BackgroundSource>(OsuSetting.MenuBackgroundSource);
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introSequence = config.GetBindable<IntroSequence>(OsuSetting.IntroSequence);
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AddInternal(seasonalBackgroundLoader);
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user.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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skin.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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mode.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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beatmap.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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introSequence.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Scheduler.AddOnce(loadNextIfRequired);
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currentDisplay = RNG.Next(0, background_count);
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Next();
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// helper function required for AddOnce usage.
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void loadNextIfRequired() => Next();
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}
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private ScheduledDelegate nextTask;
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private CancellationTokenSource cancellationTokenSource;
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/// <summary>
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/// Request loading the next background.
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/// </summary>
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/// <returns>Whether a new background was queued for load. May return false if the current background is still valid.</returns>
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public virtual bool Next()
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{
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var nextBackground = createBackground();
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// in the case that the background hasn't changed, we want to avoid cancelling any tasks that could still be loading.
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if (nextBackground == background)
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return false;
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cancellationTokenSource?.Cancel();
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cancellationTokenSource = new CancellationTokenSource();
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nextTask?.Cancel();
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nextTask = Scheduler.AddDelayed(() =>
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{
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LoadComponentAsync(nextBackground, displayNext, cancellationTokenSource.Token);
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}, 100);
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return true;
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}
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private void displayNext(Background newBackground)
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{
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background?.FadeOut(800, Easing.InOutSine);
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background?.Expire();
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AddInternal(background = newBackground);
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currentDisplay++;
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}
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private Background createBackground()
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{
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// seasonal background loading gets highest priority.
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Background newBackground = seasonalBackgroundLoader.LoadNextBackground();
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if (newBackground == null && user.Value?.IsSupporter == true)
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{
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switch (mode.Value)
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{
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case BackgroundSource.Beatmap:
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case BackgroundSource.BeatmapWithStoryboard:
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{
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if (mode.Value == BackgroundSource.BeatmapWithStoryboard && AllowStoryboardBackground)
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newBackground = new BeatmapBackgroundWithStoryboard(beatmap.Value, getBackgroundTextureName());
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newBackground ??= new BeatmapBackground(beatmap.Value, getBackgroundTextureName());
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break;
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}
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case BackgroundSource.Skin:
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// default skins should use the default background rotation, which won't be the case if a SkinBackground is created for them.
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if (skin.Value is DefaultSkin || skin.Value is DefaultLegacySkin)
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break;
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newBackground = new SkinBackground(skin.Value, getBackgroundTextureName());
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break;
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}
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}
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// this method is called in many cases where the background might not necessarily need to change.
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// if an equivalent background is currently being shown, we don't want to load it again.
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if (newBackground?.Equals(background) == true)
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return background;
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newBackground ??= new Background(getBackgroundTextureName());
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newBackground.Depth = currentDisplay;
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return newBackground;
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}
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private string getBackgroundTextureName()
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{
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switch (introSequence.Value)
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{
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case IntroSequence.Welcome:
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return @"Intro/Welcome/menu-background";
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default:
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return $@"Menu/menu-background-{currentDisplay % background_count + 1}";
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}
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}
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}
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}
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