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https://github.com/osukey/osukey.git
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Expose resources to beatmaps in a saner way
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@ -16,6 +16,7 @@ using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.IO.Stores;
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using osu.Framework.Lists;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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@ -28,8 +29,8 @@ using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Users;
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using osu.Game.Skinning;
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using osu.Game.Users;
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using Decoder = osu.Game.Beatmaps.Formats.Decoder;
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namespace osu.Game.Beatmaps
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@ -38,7 +39,7 @@ namespace osu.Game.Beatmaps
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/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
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/// </summary>
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[ExcludeFromDynamicCompile]
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public partial class BeatmapManager : DownloadableArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>, IDisposable
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public partial class BeatmapManager : DownloadableArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>, IDisposable, IBeatmapResourceProvider
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{
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/// <summary>
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/// Fired when a single difficulty has been hidden.
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@ -71,6 +72,8 @@ namespace osu.Game.Beatmaps
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private readonly LargeTextureStore largeTextureStore;
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private readonly ITrackStore trackStore;
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private readonly GameHost host;
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[CanBeNull]
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private readonly BeatmapOnlineLookupQueue onlineLookupQueue;
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@ -80,6 +83,7 @@ namespace osu.Game.Beatmaps
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{
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this.rulesets = rulesets;
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this.audioManager = audioManager;
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this.host = host;
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DefaultBeatmap = defaultBeatmap;
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@ -302,7 +306,7 @@ namespace osu.Game.Beatmaps
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beatmapInfo.Metadata ??= beatmapInfo.BeatmapSet.Metadata;
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workingCache.Add(working = new BeatmapManagerWorkingBeatmap(Files.Store, largeTextureStore, trackStore, beatmapInfo, audioManager));
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workingCache.Add(working = new BeatmapManagerWorkingBeatmap(beatmapInfo, this));
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return working;
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}
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@ -492,6 +496,12 @@ namespace osu.Game.Beatmaps
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onlineLookupQueue?.Dispose();
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}
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TextureStore IBeatmapResourceProvider.LargeTextureStore => largeTextureStore;
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ITrackStore IBeatmapResourceProvider.Tracks => trackStore;
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AudioManager IBeatmapResourceProvider.AudioManager => audioManager;
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IResourceStore<byte[]> IBeatmapResourceProvider.Files => Files.Store;
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IResourceStore<TextureUpload> IBeatmapResourceProvider.CreateTextureLoaderStore(IResourceStore<byte[]> underlyingStore) => host.CreateTextureLoaderStore(underlyingStore);
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/// <summary>
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/// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation.
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/// </summary>
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