mirror of
https://github.com/ppy/osu
synced 2024-12-14 10:57:41 +00:00
137 lines
4.9 KiB
C#
137 lines
4.9 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Rulesets.Mods;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Game.Storyboards;
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namespace osu.Game.Beatmaps
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{
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public abstract class WorkingBeatmap : IDisposable
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{
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public readonly BeatmapInfo BeatmapInfo;
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public readonly BeatmapSetInfo BeatmapSetInfo;
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public readonly BeatmapMetadata Metadata;
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public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
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protected WorkingBeatmap(BeatmapInfo beatmapInfo)
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{
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BeatmapInfo = beatmapInfo;
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BeatmapSetInfo = beatmapInfo.BeatmapSet;
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Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
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Mods.ValueChanged += mods => applyRateAdjustments();
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beatmap = new AsyncLazy<Beatmap>(populateBeatmap);
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background = new AsyncLazy<Texture>(populateBackground);
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track = new AsyncLazy<Track>(populateTrack);
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waveform = new AsyncLazy<Waveform>(populateWaveform);
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storyboard = new AsyncLazy<Storyboard>(populateStoryboard);
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}
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protected abstract Beatmap GetBeatmap();
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protected abstract Texture GetBackground();
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protected abstract Track GetTrack();
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protected virtual Waveform GetWaveform() => new Waveform();
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protected virtual Storyboard GetStoryboard() => new Storyboard();
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public bool BeatmapLoaded => beatmap.IsValueCreated;
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public Beatmap Beatmap => beatmap.Value.Result;
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public async Task<Beatmap> GetBeatmapAsync() => await beatmap.Value;
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private readonly AsyncLazy<Beatmap> beatmap;
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private Beatmap populateBeatmap()
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{
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var b = GetBeatmap() ?? new Beatmap();
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// use the database-backed info.
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b.BeatmapInfo = BeatmapInfo;
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return b;
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}
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public bool BackgroundLoaded => background.IsValueCreated;
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public Texture Background => background.Value.Result;
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public async Task<Texture> GetBackgroundAsync() => await background.Value;
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private AsyncLazy<Texture> background;
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private Texture populateBackground() => GetBackground();
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public bool TrackLoaded => track.IsValueCreated;
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public Track Track => track.Value.Result;
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public async Task<Track> GetTrackAsync() => await track.Value;
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private AsyncLazy<Track> track;
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private Track populateTrack()
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{
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// we want to ensure that we always have a track, even if it's a fake one.
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var t = GetTrack() ?? new TrackVirtual();
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applyRateAdjustments(t);
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return t;
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}
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public bool WaveformLoaded => waveform.IsValueCreated;
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public Waveform Waveform => waveform.Value.Result;
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public async Task<Waveform> GetWaveformAsync() => await waveform.Value;
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private readonly AsyncLazy<Waveform> waveform;
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private Waveform populateWaveform() => GetWaveform();
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public bool StoryboardLoaded => storyboard.IsValueCreated;
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public Storyboard Storyboard => storyboard.Value.Result;
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public async Task<Storyboard> GetStoryboardAsync() => await storyboard.Value;
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private readonly AsyncLazy<Storyboard> storyboard;
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private Storyboard populateStoryboard() => GetStoryboard();
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public void TransferTo(WorkingBeatmap other)
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{
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if (track.IsValueCreated && Track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
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other.track = track;
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if (background.IsValueCreated && Background != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
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other.background = background;
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}
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public virtual void Dispose()
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{
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if (BackgroundLoaded) Background?.Dispose();
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if (WaveformLoaded) Waveform?.Dispose();
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if (StoryboardLoaded) Storyboard?.Dispose();
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}
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public void DisposeTrack()
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{
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if (TrackLoaded) Track?.Dispose();
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}
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private void applyRateAdjustments(Track t = null)
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{
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if (t == null && track.IsValueCreated) t = Track;
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if (t == null) return;
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t.ResetSpeedAdjustments();
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foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(t);
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}
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public class AsyncLazy<T> : Lazy<Task<T>>
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{
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public AsyncLazy(Func<T> valueFactory)
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: base(() => Task.Run(valueFactory))
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{
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}
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}
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}
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}
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